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NEWEST – SSF2 Beta v1.3.1.

2:
Engine:
● Special move priority changed when air canceling
○ Forward, backward, down, up, neutral → up, down, forward, backward, neutral
● C-stick smash attacks no longer reset ground momentum if “down” is not held
● Camera boxes are now removed properly if a character gets hit during an attack that
uses them

Solo:
● Stadium
○ Final Smash meter, score display, HUD display, and pausing rules are no longer
applied to Home-Run Contest or Multi-Man Smash

Online Mode:
● Fixed an issue where packets would fail if a match went beyond 18 minutes

Black Mage:
● Meteor
○ No longer becomes more powerful after using a smash attack
○ Meteor explosion is no longer ridiculously powerful for no reason
■ Angle 40° → 50°, BKB 92 → 33, KBG 60 → 85, hitlag 1f → 1x
○ Now uses back/forwards instead of down/forwards for angle adjustment
○ Air version charge time now matches ground version (39 frames → 45 frames)
○ Air version now very definitely 100% guaranteed uses the exact same damage
scaling as the freaking ground version
○ Air version endlag 15 frames → 11 frames
○ Air version now uses normal landing lag when landing after firing instead of no
lag at all
○ Air version now properly kills the meteor when BM is hit when firing instead of
just hanging in the air for a while
○ Reflected meteors no longer face the wrong direction
○ Air-to-ground transition handling improved
○ Minor animation adjustments

Bowser:
● Ledge Attack
○ Removed arbitrary premature ledge release to match the other characters

Captain Falcon:
● Ledge Attack
○ Removed arbitrary premature ledge release to match the other characters

Donkey Kong:
● Dash Attack
○ Can now be jump-canceled in the air
● Neutral Air
○ Startup 4 frames → 2 frames
■ 1 frame of autocancel removed
○ Active duration 9 frames → 10 frames
■ Clean hit frame 4-5 → frame 3-4
○ Strong hit sounds a bit stronger
● Forward Air
○ Hurtboxes mostly redone
○ Startup 12 frames → 11 frames
○ Active duration 3 frames → 4 frames
■ Clean hit frame 13 → frame 12-13
○ Endlag 15 frames → 11 frames
○ Meteor hit updated
■ No longer has priority over upper hitbox on frame 14
■ Frame 15 is now entirely a meteor hit
○ Frame 12 hitboxes added
■ Backwards range +17
■ Upwards range +15
○ Frame 13 trail hitbox added
■ Backwards range +2
■ Upwards range +6
● Up Air
○ Startup 2 frames → 3 frames
■ Autocancel frames unchanged
○ Damage 14% → 13%, angle 90° → 75°
● Giant Punch
○ No longer becomes more powerful after using a smash attack

Falco:
● Jump force 27.5 → 25.4
● Double jump force 26.5 → 24.2
● Reflector
○ No longer becomes more powerful after using a smash attack
○ Can no longer double-hit when jump-cancelled

Fox:
● Reflector
○ No longer becomes more powerful after using a smash attack
○ Can no longer double-hit when jump-cancelled

Kirby:
● Copy Abilities
○ Bowser Kirby can now edge-cancel from the air version and hits at the proper
knockback angle when facing left
○ Lucario Kirby updated with new behaviors/correct aura scaling
○ Wario Kirby can now throw backwards when facing right

Krystal:
● Item throws added

Link:
● Arrow
○ Bomb arrow no longer becomes more powerful after using a smash attack

Lloyd:
● Ledge Attack
○ Removed arbitrary premature ledge release to match the other characters

Lucario:
● Aura Sphere
○ Fixed an issue where spamming air cancels could create multiple floating aura
spheres
● Extreme Speed
○ Can now be edge-canceled on landing

Luigi:
● Jump force 15.5 → 15.8
● Double jump force 14 → 15.1
● Removed arbitrary premature ledge release on ledge getup to match the other
characters
● Ledge Attack
○ Removed arbitrary premature ledge release to match the other characters

Mega Man:
● Mega Buster
○ Will now automatically cancel into Beat Call if up is held while firing

Meta Knight:
● Forward Air
○ Hitstop/self hitstop 3/2 frames → 2/1 frames for both hits
○ Now has an outer and inner hitbox for both hits
■ First hit inner hitbox angle 80° → 30°
○ Frame 3 hitbox size adjusted
■ Outer half up/down range -2
■ Inner half up/down range +4
○ Frame 7 hitbox size adjusted
■ Outer half forwards range +2
■ Inner half backwards range +2, up/down range +6
● Back Air
○ Hitstop 3 frames → 4 frames
● Up Air
○ Self hitstop 2 frames → 1 frame
○ Endlag 10 frames → 9 frames
■ Autocancel frames 12-13 → frame 12
○ Front hitbox size 16x16 → 18x18
■ Forwards range +6
■ Backwards range -4
■ Upwards range +2
○ Top hitbox size 36x16 → 36x20
■ Forwards range +3
■ Backwards range -3
■ Downwards range +4
○ Back hitbox size 16x16 → 18x18
■ Forwards range +2
■ Upwards range +2
○ Slash effect updated for new hitboxes
● Down Air
○ Self hitstop 2 frames → 1 frame
○ Endlag 12 frames → 10 frames
■ Autocancel frames 14-15 → frame 13
○ Front hitbox size 16x16 → 18x18
■ Forwards range +6
■ Backwards range -4
■ Upwards range +2
○ Top hitbox size 36x16 → 36x20
■ Forwards range +3
■ Backwards range -3
■ Upwards range +4
○ Back hitbox size 16x16 → 18x18
■ Forwards range +2
■ Upwards range +2
○ Slash effect updated for new hitboxes
● Drill Rush
○ Handbox comes out 11 frames later
■ Handbox duration 13 frames → 2 frames
○ No longer jumps up when ending on the ground
○ Fixed metal footsteps when ending in the air
● Up Throw
○ Movement speed is now as fast as Kirby’s up throw (50 → 70)
○ Now uses fire effect on landing
○ SFX updated

Pac-Man:
● Pac-Jump
○ Trampoline no longer displaces characters hanging from a ledge

Pichu:
● Electro Ball
○ Pushback on discharge air version now works properly
● Agility
○ Zips no longer hit twice sometimes
○ Fixed an issue where grounded down zip when facing right could be followed up
with another right zip
○ Fixed an issue where grounded left zip would detach from the ground
○ Down-angled ground zips now trigger landing behavior immediately
○ Fixed these issues on the discharge version as well
○ Added some missing camshake to down-angled discharge version
● Thunder
○ Can no longer be pocketed
○ Lightning moved back 7.25 pixels
○ Lightning falling hurtbox centered and significantly shrunken down
○ Lightning falling hitbox updated
■ Forwards range +1.4
■ Backwards range -1.4
■ Upwards range -5.6
■ Downwards range +1
○ Lightning landing hurtbox centered and significantly expanded
○ Lightning landing hitbox updated
■ Forwards range +5.4
■ Backwards range -5.4
■ Upwards range -22.55
■ Downwards range +0.65
○ Lightning now actually touches the ground when landing

Pikachu:
● Now turns around with his back item throws
● Made item throw frame data consistent with other characters (frame 5 → frame 4)
● Quick Attack
○ Startup 5 frames → 7 frames
○ Fixed an issue that prevented a second zip if the first was down-angled
○ Fixed an issue where grounded down zip when facing right could be followed up
with another right zip
○ Fixed an issue where grounded left zip would detach from the ground
○ Down-angled ground zips now trigger landing behavior immediately
○ No longer stops at the ledge when grounded
○ Can now edge cancel during landing part
● Thunder
○ Lightning hurtbox centered and made level with the hitbox (slight height
reduction)
○ Lightning falling hitbox updated
■ Forwards range +1.45
■ Backwards range -1.45
■ Upwards range -5.55
■ Downwards range +0.95
○ Lightning landing hitbox updated
■ Forwards range +5.45
■ Backwards range -5.45
■ Upwards range -1
■ Downwards range +2.3
○ Lightning now actually touches the ground when landing

Pit:
● Palutena’s Bow
○ Arrows can no longer be pocketed
● Upperdash Arm
○ Now properly reacts to/reflects projectiles
○ Air version now reacts to shield hits and keeps some momentum on hit

Rayman:
● Down Tilt
○ Hurtboxes updated

Ryu:
● Focus Attack
○ Opponent movement reset on hit

Samus:
● Charge Shot
○ Fully charged shot BKB 50 → 40
Simon:
● Up Smash
○ First hit KBG 70 → 0
○ First hit late hit top hitbox angle 110° → 250°
○ First hit late hit updated
■ Top hitbox 40.8x43.2 → 40x40
● Forwards range +13.5
● Backwards range -14.3
● Upwards range -5.55
● Downwards range +2.35
■ Bottom hitbox 60.1x89.8 → 40x90
● Forwards range -1.1
● Backwards range -19
● Upwards range +0.1
● Downwards range +0.1
○ Second hit secondary hitbox added
■ Forwards range +23.85
■ Downwards range +42.5
○ Second hit late hitboxes removed
■ Active duration 4 frames → 2 frames
■ Endlag 9 frames → 11 frames
● Up Air
○ Animation slightly retimed
● Ring Grapple
○ Wall bounce height now resets when landing or getting KO’d
○ No longer bounces off terrain during the initial jump; only during the swing

Sora:
● Up Smash
○ Added second top hitbox with angle of 225°
○ Final hit damage 8% → 7%
● Down Smash
○ Now uses manual refresh rate
■ 4 hits for 10% → 6 hits for 12%
■ Strong final hit active frames 16/18-21 → 18-21
● Dash Attack
○ Movement boost 13 pixels/frame → 16 pixels/frame
○ End movement speed x0.7 → x0.9
● Strike Raid
○ Removed windbox from returning keyblade

Tails:
● Now turns around with his back item throws
● Added landing checks to air item throws
● Spin Dash
○ No longer becomes more powerful after using a smash attack/charged spin dash
○ Damage 8-11.6% → 8-12%
○ Now keeps horizontal momentum during forwards smash even if moving faster
than 3.5 units/frame

Waluigi:
● Removed arbitrary premature ledge release on ledge getup to match the other
characters
● Ledge Attack
○ Removed arbitrary premature ledge release to match the other characters

Wario:
● Corkscrew
○ Duration 25 frames → 24 frames
■ Initial hits active duration 12 frames → 11 frames
○ Multihit now does fixed hits instead of using refresh rate
■ 1 hit every 3 frames → frame 4-5/6-7/8-10/11-13/14
○ Multihit no longer uses knockback stacking
○ Frame 7 BKB 35 → 90
○ Frame 13-14 BKB 20 → 35, KBG 1 → 30, hitstop/self hitstop 0 frames → 1 frame
○ Initial hits hitbox altered
■ Frame 5 hitbox size 45.4x43.8 → 44x50
● Forwards range -1.3
● Backwards range -0.1
● Upwards range -1.05
● Downwards range +7.25
■ Frame 6-11 hitbox size 45.4x33.5 → 44x50
● Forwards range -1.35
● Backwards range -0.05
● Upwards range -1
● Downwards range +17.5
■ Frame 12-14 hitbox size 45.4x31.2 → 44x50
● Forwards range -1.35
● Backwards range -0.05
● Upwards range -1.05
● Downwards range +19.85
■ Frame 17 hitbox upwards range +7

Zelda:
● Now turns around with her back item throws
● Added landing checks to air item throws
Zero Suit Samus:
● Plasma Whip
○ Added a weak hit between the two strong hits (frames 13-14)

Stages:
Castle Siege
● Phase 1 stage length very slightly reduced (464.45 → 464.4)
● Phase 1 blast zones shifted 1.25 pixels down and 5.05 pixels to the left
○ Camera bounds shifted to compensate
Final Destination
● Blast zones shifted 0.05 pixels to the right (now properly centered)
○ Camera bounds shifted to compensate
Jungle Hijinx
● Blast zone size 1462.95x994.8 → 1460x1000
○ Left offstage area 475.25 → 469.85
○ Right offstage area 467.4 → 469.85
○ Ceiling height 576.15 → 575
○ Bottom blast zone 418.65 → 425
● Camera centered and shifted slightly up
Pokémon Colosseum
● Blast zones shifted 0.1 pixel up and 0.05 pixels to the right
○ Camera bounds shifted to compensate
Rainbow Route
● Adjusted main platform terrain to make pineappling less likely unless the player doesn’t
know how to recover
● Moved both ledges inwards by 4 pixels
Sky Sanctuary Zone
● Blast zone height 980 → 1020
○ Ceiling height 545.5 → 585
○ Lower blast zone 434.5 → 435
● Blast zones shifted 0.2 pixels to the right (now properly centered)
○ Camera bounds shifted to compensate
Suzaku Castle
● Main stage length 606.2 → 543.4
○ Bottom terrain adjusted to compensate and reduce pineappling
● Platform centered and length decreased (447 → 383)
● Blast zone size 1590x1140 → 1550x1100
○ Left offstage area 492.15 → 503.3
○ Right offstage area 491.65 → 503.3
○ Ceiling height 660.2 → 650
○ Bottom blast zone 479.8 → 450
● Moved both ledges inwards by 4 pixels
● Camera bounds centered
The World That Never Was
● Blast zones moved 9.95 pixels down
● Camera bounds centered
Tower of Salvation
● Blast zones moved 0.05 pixels down

SSF2 Beta v1.3.1.1:


Engine:
● Characters in their Final Form now lose their Final Smash meter when KO’d
● Improved wall detection behavior when grabbing an opponent

Modes:
● All-Star
○ Updated Isaac’s portrait in the Rest Area to match the new changes
○ Fairy Glade now appears on Stage 8 instead of Stage 7

Items:
● Assist Trophy
○ Projectiles can no longer be pocketed, absorbed, or reflected
○ Pain no longer floats indefinitely if the ground below him is destroyed
● Medusa heads no longer scale weirdly on some stages
● Smash Ball now breaks in one hit in Training Mode

Characters:
● Many Final Smashes now detach from the ground at the start
● Bomberman
○ Realigned explosion GFX at the start of Jetpack
● Bowser
○ Minor update to idle pose
● Captain Falcon
○ Updated hurtboxes on grounded Falcon Punch
○ Added some glow effects to air Falcon Punch when charging
● Chibi-Robo
○ Fixed his electric attack trails on dash attack and up air
● Falco
○ Down air clean hit is now a meteor smash
● Ganondorf
○ Beast Ganon now bypasses shields
○ Minor palette fixes
● Ichigo
○ Fixed his Idle Blink and made it play faster
● Isaac
○ Minor fixes to his special fall animation
● Kirby
○ Updated Isaac Kirby to match the way Move works now
● Krystal
○ Fireburst Pod now bypasses shields

● Link
○ Characters can no longer SDI out of Triforce Slash if caught late
○ Attack Trail for Down Air integrated into the animation
● Lucario
○ No longer gets stuck indefinitely when using Aura Storm on some stages
● Marth
○ Down air tipper no longer has priority over arm hitboxes
○ Increased the height of the hitbox on Critical Hit to prevent whiffs on hit
● Meta Knight
○ Galaxia Darkness no longer whiffs on opponents who are directly behind him
○ Updated freeze frames/camera shake on Galaxia Darkness’ initial hit
● Peach
○ Stage music now restarts properly after using Peach Blossom in the air
● Pikachu
○ Fixed overlapping SFX on backwards double jump
● Rayman
○ Updated hurtboxes on dash attack
● Sandbag
○ Dodge roll intangibility moved from frame 1 → frame 3 and adjusted GFX
● Sora
○ No longer becomes intangible when using Aerial Recovery

Stages:
● Fixed the foreground layer scaling on Crateria, FlatZone+, Green Hill Zone, Hyrule
Temple, and Pac-Maze
● Fairy Glade
○ Now tracks water KOs for the Steel Diver unlock condition
○ Mushroom now resets a character’s momentum before bouncing them
○ Mushroom no longer bounces characters when frozen, buried, in a barrel/egg, or
during their final smash
● Updated Hueco Mundo’s preview image on stage select
● Adjusted Mushroom Kingdom I’s blast zones, camera, and spawn points
● Adjusted background on Suzaku Castle
● Casino Night Zone right Bumpers moved more to the center and further prevented the
ability to stand on the corner bumpers without getting ping'd.

SSF2 Beta v1.3.1:


Engine:
● Final Smash charge meter implemented
● Final Smash character cut-ins added
● Grabs no longer interact with shield boxes
● Jump-cancelled grabs no longer buffer a pummel on contact
● Removed 3 frame delay from c-stick smash attacks (are now frame-perfect)
○ C-stick smash attacks now properly execute with zero charge
● Charge is now only incremented while a character is in their charging loop during smash
attacks and retainable charge attacks
● Hitstun is now properly overwritten when hit by a move that does not stack knockback
● Characters can no longer be paralyzed while under the effects of super/heavy armor
● Projectiles no longer tick down their life timer when suspended
● Projectiles created by characters during their final smash will now tick down
● Additional inputs can no longer be buffered when entering IASA during an attack
● Items can no longer push away characters if they’re not supposed to when both objects
have the same X position
● Items and enemies are now forcibly removed from the camera when destroyed
● Cutscene final smashes now support more than 3 captured characters at a time for
better multi-man match support
● Final smash aura no longer animates while the game is paused
● Many stage objects now properly tick during countdown

Items:
● Battering items can no longer hit characters backwards
● Added the white arrow GFX to all items when idling
● Assist Trophy and Energy Tank can no longer be tossed
● Beam Sword
○ Now properly calculates damage when charging
○ Now uses tilt/dash attack animations correctly
○ Jab damage 8% → 12%
○ Tilt damage 8% → 10%, BKB 20 → 50, KBG 45 → 55
○ Smash BKB 30 → 70, KBG 70 → 75
○ Dash attack damage 8% → 12%, BKB 30 → 60
● Fan
○ Now properly calculates damage when charging
○ Now uses different animations for jab, tilt, and dash attack
○ Jab damage 2% → 1%
○ Tilt angle 80° → 170°, BKB 40 → 45, KBG 18 → 35
○ Smash damage 11% → 13%, BKB 75 → 70, KBG 39 → 50
○ Dash attack damage 8% → 9%, angle 90° → 130°, BKB 50 → 55, KBG 18 → 40
○ Now plays effects when landing a hit
● Home-run Bat
○ Now uses its own unique animation for the charged up swing
○ Can now reflect projectiles with its charged swing
○ Jab BKB 100 → 40, KBG 5 → 3
○ Tilt damage 13% → 14%, angle 44° → 45°, BKB 100 → 55, KBG 7 → 5
○ Smash damage 27% → 30%, KBG 91 → 95, hitstop 1x → 12 frames
○ Dash attack damage 14% → 15%, BKB 100 → 65, KBG 8 → 6
● Mushrooms can no longer interrupt final smashes
● Pokéball
○ Bellossom now puts opponents into sleep instead of dizzy (Sleep State has no
visual differences from Stun at the moment of typing)
○ Chansey added
○ Porygon new attack/leave animations added
■ No longer moves up randomly
○ Staryu palette errors fixed
● Screw Attack can now be properly interrupted by a final smash
● Smash Ball can no longer be hit out of a character via windboxes and moves that deal
0% damage
● Star Rod
○ Now has different stats for the different types of swings
■ Jab damage 7% → 9%, angle 64° → 65°, KBG 70 → 50
■ Tilt damage 7% → 12%, angle 64° → 65°, BKB 30 → 40, KBG 70 → 60
■ Smash damage 7% → 17%, angle 64° → 65°, BKB 30 → 60, KBG 70 →
80
■ Dash damage 7% → 15%, angle 64° → 65°, BKB 30 → 50
● Yellow Shell now meteor smashes airborne opponents on hit
● Updated outdated text descriptions on the attack stats for items

Solo:
● Classic Mode
○ More stages can randomly appear in Classic Mode
○ Updated Congrats screens for the following characters:
■ Captain Falcon
■ Isaac
■ Meta Knight
■ Naruto
■ Peach
■ Random
■ Sandbag
● All-Star
○ More stages can randomly appear in All-Star
○ Updated Congrats screens for the following characters:
■ Bowser
■ Jigglypuff
■ Luigi
■ Mega Man
■ Ness
■ Random
■ Sandbag
● Event Mode
○ Image previews updated for Events 13, 15, 20, 22, 27, and All-Star Battle 0.7,
0.8, 0.9, and Beta
○ Event 25 (Luigi Takes Charge) increased warning boundaries for CPU Peach so
she won’t self-destruct
○ Event 37 (Fist of the World King) now plays music instead of being silent
● Stadium
○ Target Test
■ Adjusted a certain ledge in Mario’s BTT so that he doesn’t fall off when
doing a ledge attack
■ Moved ledges closer to terrain on the following BTTs:
● Stage 1
● Stage 2
● Mario
● Bowser
● Donkey Kong
● Link
● Pikachu
● Marth
● Mega Man
● Sora
○ Crystal Smash
■ Moved ledges closer to terrain on Stage 1
○ Multi-man Smash
■ Updated to use Link’s current pixel art

Arena:
● Sandbag Basketball
○ Updated all Sandbags to match the current one
○ Added some Sandbag Jr.s to the crowd
○ Made the crowd a bit more lively

Misc:
● Rules menu updated with final smash meter toggle, score display, hud display, and
pausing settings
● Fixed inconsistencies with pixel arts/portraits for Wario, Pikachu, Pichu, and Ryu on
character select
● Updated stage select previews for:
○ Castle Siege
○ Final Destination
○ Meta Crystal
○ Mushroom Kingdom II
○ Mushroom Kingdom III
○ Pac-Maze
○ Pokémon Colosseum
○ Sand Ocean
○ Saturn Valley
○ Sky Sanctuary Zone
○ Thousand Sunny
○ Waiting Room
○ Yoshi’s Island (SSF2)
● Results screen updated
● Updated Black Mage to his current palette in the intro
● Reduced lag on the title screen while in fullscreen mode
● Changed Final Fantasy and Castlevania series symbols to their official Smash
counterparts

General Character Updates:


● Cleaned up jab combo behaviors on most characters
○ Unaffected characters:
■ Yoshi
■ Waluigi
■ Zelda
■ Ganondorf
■ Pikachu
■ Jigglypuff
■ Pichu
■ Lucario
■ Meta Knight
■ Krystal
■ Isaac
■ Chibi-Robo
■ Mega Man
■ Ryu
■ Simon
■ Sandbag
● Dash grabs added
● Item attack changes
○ Remade smash animations to function more like a smash attack
○ Added unique item swing animations for the Fan and Home-run Bat
○ Standardized Item-based frame data for each character
■ Jab duration: 12 frames
■ Tilt duration: 18 frames
■ Dash attack duration: 23 frames
■ Shoot duration: 15 frames
■ Assist duration: 30 frames

Bandana Dee:
● New idle, walk, run, crouch, jump, double-jump, fall, land, guard, dodge roll, spotdodge,
air dodge, sent flying, ground tech, item swing, item shoot, hang, and lose animations
added
● Dodge roll duration 19 frames → 16 frames
● Dodge speed 20 → 15
● Dodge deceleration -2.14 → -0.95
● Dodge roll hitboxes and itemboxes tweaked to fit the animation better
● Now has a proper item dash attack and item tilt attack
● Moved the itembox down a bit on his item throws
● VFX added to ground tech/tech roll
● Jab Combo
○ No longer skips over jab 2 sometimes
● Spear Toss
○ New animation
○ Now transitions properly from air to ground when landing
○ Spear now pins the opponent for the proper amount of time
○ Hitboxes and itemboxes tweaked to fit the animation better
● Grab
○ Adjusted hurtboxes on grab parry/grab frames
○ Grab box size adjusted
■ Backwards range -1.2
■ Upwards range -0.05
■ Downwards range +2.55
● Pummel
○ Readjusted animation
● Item Attacks
○ VFX added to smash animation
● Flare Beam
○ Is now unblockable

Black Mage:
● Jab Combo
○ Now properly transitions to jab 2 when buffered instead of jab 1 again
○ Removed fixed hitstun from the late hit of jab 1
● Up Smash
○ Removed unnecessary fire GFX
● Grab
○ Grab box backwards range -5

Bomberman:
● Jab Combo
○ Jab buffer increased for each hit
○ No longer skips over jab 2 sometimes
● Forward Smash
○ Damage 14% → 13%, angle 42° → 40°, BKB 20 → 84, KBG 100 → 75
● Down Smash
○ Damage 13% → 18%, angle 40° → 60°, BKB 84 → 80, KBG 75 → 60
● Dash Attack
○ Can no longer reverse hit
● Bomb
○ No longer glitches out when being held while in a blastzone.
● Detonate
○ Bomb hitboxes now match the explosion more closely
■ Downwards range on Power Bomb explosion mostly unchanged
● Grab
○ Hurtboxes redone
○ Grab box size adjusted
■ Forwards range -2.3
■ Backwards range -2.6
■ Upwards range -0.55
■ Downwards range +5.85
● Pummel
○ Readjusted animation
● Revenge
○ Is now unblockable
○ Duration 10 seconds → 13 seconds
○ Big Bomb BKB 60 → 65
Bowser:
● Adjusted entrance SFX
● Jab Combo
○ No longer does jab 2 when holding the attack button during jab 1
● Forward Smash
○ Readjusted charge spark effects
● Up Smash
○ Readjusted charge spark effects
● Down Smash
○ Changed the speaker-blowing SFX to something else
○ Readjusted charge spark effects
● Grab
○ Startup 3 frames → 4 frames
○ Endlag 11 frames → 15 frames
○ Grab box size decreased
■ Forwards range -14.3
■ Backwards range -11
■ Upwards range -5.35
■ Downwards range -2.3
● Pummel
○ Readjusted animation
● Item Attacks
○ VFX added to smash animation
● Giga Bowser
○ Now uses dark effects on several attacks

Captain Falcon:
● Retimed turn/skid animations and added some SFX
● Jab Combo
○ Now supports both holding and mashing during rapid punches
○ Now does either the jab 3 or the multi-jab from jab 2 depending on when the next
hit is input
○ Jab finisher added
○ Jab 1 damage 3% → 2%
○ Jab 2 damage 2% → 3%
○ Multi-jab damage 2% → 0.5% (per hit), hitstop 1 frame → 0x
○ Attack trails completely redone
● Up Smash
○ Moved attack trail down to fit the animation better
● Grab
○ Grab box size adjusted
■ Forwards range -1.1
■ Backwards range +2.25
■ Upwards range -1.9
■ Downwards range +0.7
● Item Attacks
○ VFX added to smash animation
● Blue Falcon
○ Increased grab box size to better hit characters in front of him
○ Minor cutscene updates

Chibi-Robo:
● New idle wait, crouch/uncrouch, spotdodge, airdodge, sent flying animations added
● Down taunt added
● Minor palette fixes
● Character select screen now properly reads “Chibi-Robo” instead of “Chibi Robo”
● Pick-Up
○ Thrown projectiles no longer prematurely disappear
○ Fixed behaviors for the following projectiles:
■ Link’s Arrow and Bomb Arrow
■ Samus’ Charge Shot (both uncharged and fully charged)
■ Zero Suit Samus’ Paralyzer (both uncharged and fully charged)
● Giga-Robo
○ Is now unblockable

Donkey Kong:
● Jab Combo
○ No longer does jab 2 when holding the attack button during jab 1
● Dash Attack
○ Can now roll off of ledges
● Neutral Air
○ Animation reworked
■ Hitboxes and hurtboxes mostly redone
○ Startup 1 frame → 4 frames
■ 3 frames of autocancel added
○ Active duration 10 frames → 9 frames
■ Late hit moved from frame 6 → 7 to compensate
○ Endlag 7 frames → 6 frames
■ Autocancel frames removed
● Forward Air
○ Autocancel frames removed
○ Startup 9 frames → 12 frames
○ Active duration 5 frames → 3 frames
■ Clean hit duration 2 frames → 1 frame
○ Endlag 11 frames → 15 frames
○ Clean hit sourspot removed
○ Clean hit BKB 30 → 20
○ Meteor hit is now part of the late hit as a sweetspot and has priority over the
sourspot
■ Meteor hit damage 13% → 15%, angle 265° → 270°, BKB 50 → 30
■ Sourspot BKB 50 → 30
○ Hitboxes updated
■ First active frame removed
● Backwards range -20.3
● Upwards range -15.8
■ Second active frame updated
● Forwards range -1.95
● Backwards range -7.75
● Upwards range -2.05
● Downwards range -2.35
■ Third active frame removed
■ Fourth active frame updated
● Forwards range +0.2
● Backwards range +0.2
● Upwards range +11
● Downwards range -11.05
■ Fifth active frame updated
● Forwards range -2.6
● Backwards range -0.25
● Upwards range -0.25
● Downwards range -1.15
● Up Air
○ Damage 13% → 14%, angle 80° → 90°
○ Startup 4 frames → 2 frames
■ Autocancel frames unchanged
○ Active duration 3 frames → 2 frames
■ Forwards range -6.5
■ Downwards range -10.2
○ Endlag 9 frames → 15 frames
■ Autocancel frames 13-16 → 13-19
○ Landlag 4 frames → 6 frames
● Giant Punch
○ No longer starts charging on frame 1
○ Can no longer punch, shield, or roll during startup
○ No longer increases DK’s knockback if hit while charging
○ Now properly transitions between ground and air versions
■ Edge cancel continues to be a thing
○ Frame data updated
■ Uncharged pre-charge startup 6 frames → 3 frames
■ Wind-up loop 8 frames → 6 frames
● Missing animation frame re-added
■ Active duration 2 frames → 1 frame
■ Ground uncharged endlag 8 frames → 21 frames
■ Air uncharged endlag 10 frames → 21 frames
■ Ground fully charged endlag 12 frames → 14 frames
■ Air fully charged endlag 10 frames → 14 frames
■ Maximum charge time 70 frames → 60 frames
○ Ground damage 12-27% → 10-28%
○ Air damage 9-24% → 7-25%
○ Fully charged KBG 100 → 90
○ Ground full charge super armor ends 1 frame earlier (6 frames → 5 frames; still
ends on the first frame of endlag)
○ Air full charge super armor added (2 frames; ends on the first frame of endlag
○ Animations redone
○ Full charge overlay now properly scales and positions itself when changing size
● Grab
○ Startup 3 frames → 4 frames
○ Endlag 11 frames → 10 frames
○ Grab box size adjusted
■ Forwards range -2.15
■ Backwards range -5.95
■ Upwards range -3.7
■ Downwards range -0.2
● Forward Throw
○ Now supports c-stick inputs

Falco:
● Initial walk speed 1x → 0.286x
● Jab Combo
○ No longer does inconsistent damage/KB on the rapid strikes sometimes
○ Now supports both mashing and holding during rapid strikes
● Down Air
○ Hitboxes made less ridiculous
■ Forwards range -5.15
■ Backwards range -2.05
■ Upwards range -2.6
● Reflector
○ Reflectbox startup 0 frames → 1 frame
○ Now has a minimum reflect duration (9 frames)
○ Ground version endlag 18 frames → 9 frames
○ Air version endlag 11 frames → 9 frames
○ Frame 1 intangibility restored
○ No longer increases Falco’s knockback when hit out of the move
○ Now transitions properly between grounded and air versions
● Grab
○ Grab box size adjusted
■ Forwards range -0.35
■ Backwards range -7.15
■ Upwards range -5.1
■ Downwards range +2.6
● Arwing
○ Is now unblockable

Fox:
● Initial walk speed 1x → 0.25x
● Jab Combo
○ No longer does 2% on the second hit sometimes (always does 4% now)
○ No longer does inconsistent damage/KB on the rapid kicks sometimes
○ Now supports both mashing and holding during rapid kicks
● Down Air
○ Angle 300° → 291°, BKB 33 → 0, KBG 40 → 100
○ Startup 3 frames → 2 frames
■ Autocancel frames 1-3 → frames 1-2
○ Active duration frames 4-5, 8-9, 12-13, 16-18 → frames 3-12
○ Now hits 7 times (frames 4, 5, 8, 9, 12, 13/16-18 → frames 3, 4-5, 6, 7-8, 9,
10-11, 12)
○ Removed animation stretch from first active frame
○ First active frame hitbox adjusted
■ Forwards range +0.2
■ Backwards range +0.7
■ Upwards range +4.6
■ Downwards range -2
○ Other active frames standardized with the first
■ Forwards range +1.55
■ Backwards range +0.75
■ Upwards range +4.65
■ Downwards range +4.45
○ Endlag 8 frames → 13 frames
■ Autocancel added on frames 16-25
○ Landlag 4 frames → 5 frames
○ Animation retimed
● Reflector
○ Reflectbox startup 0 frames → 1 frame
○ Now has a minimum reflect duration (9 frames)
○ Ground version endlag 16 frames → 9 frames
○ Air version endlag 11 frames → 9 frames
○ Frame 1 intangibility restored
○ No longer increases Fox’s knockback when hit out of the move
○ Now transitions properly between grounded and air versions
● Grab
○ Grab box size adjusted
■ Forwards range +0.55
■ Backwards range +0.6
■ Upwards range -0.75
■ Downwards range +4.65
● Landmaster
○ Is now unblockable

Ganondorf:
● Final Smash added
● Initial jump force 16.5 → 17
● Entrance re-aligned
● Minor palette fixes
● Jab
○ Endlag 9 frames → 8 frames
● Up Tilt
○ Held version no longer plays his VFX while metal
● Down Smash
○ First hit no longer stacks knockback
● Back Air
○ Sourspot damage 14% → 16%, angle 47° → 45°
○ Sweetspot angle 47° → 45°, KBG 85 → 90
○ Now does consistent damage throughout the move
■ Late hit damage 15/12% → 16/17%
○ Startup 3 frames → 4 frames
■ Autocancel unchanged
○ Endlag 14 frames → 12 frames
■ Autocancel frames 13-20 → 12-19
○ Made the sweetspot range consistent
■ Second active frame sweetspot moved down 1.3 pixels
■ Second active frame sourspot downwards range -2.35
■ Third active frame sourspot backwards range -7.65
● Up Air
○ Hitboxes redone
■ Frame 1
● Forwards range +4
● Backwards range +8.1
● Upwards range +2.05
● Downwards range -3.55
■ Frame 2
● Forwards range -0.6
● Backwards range +7.95
● Upwards range +2.3
■ Frame 3
● Forwards range -4.1
● Backwards range +3.9
● Upwards range +4
● Downwards range +13.4
■ Frame 4
● Forwards range -17.85
● Backwards range +4.1
● Upwards range +1.2
● Downwards range +9.2
■ Frame 5
● Forwards range +6.85
● Backwards range +0.75
● Upwards range -5.5
● Downwards range +5.25
■ Frame 6
● Forwards range +16.05
● Backwards range +2.35
● Upwards range -9.65
● Downwards range +1.4
■ Frame 7
● Forwards range +13.55
● Backwards range +5.4
● Upwards range +7.15
● Downwards range -0.5
○ Inner sourspot added
■ Early hit damage 12% → 13/12%, KBG 90 → 100
■ Mid hit damage 11% → 12/10%, angle 45° → 150°
■ Late hit damage 9% → 8/6%, angle 10° → 180°
○ Mid hit frames 6-7 → 7-8
○ Late hit frames 8-10 → 9-10
○ Mid/late hits can no longer reverse hit
● Warlock Punch
○ Air version now stalls his falling speed after the punch
● Flame Choke
○ Now has super armor on frames 3-18 of a successful grab
● Wizard Dropkick
○ Air version angle 301° → 291°
Goku:
● Jab Combo
○ No longer does jab 2 when holding the attack button during jab 1

Ichigo:
● Dash attack
○ Shieldstun modifier 0.5x → 1x
○ Endlag increased on unsuccessful/blocked hit
■ 9 frames → 16 frames
● Neutral Air
○ Startup 6 frames → 4 frames
● Back Air
○ Angle 50° → 40°
● Grab
○ Startup 4 frames → 3 frames
○ Animation retimed a bit
○ Grab box size adjusted
■ Backwards range -2
■ Upwards range -1
■ Downwards range +5
● Ledge Attack
○ Horizontal speed 10 → 7
○ Active duration 4 frames → 3 frames
○ Endlag 9 frames → 8 frames
○ Hitboxes and hurtboxes redone
○ Sword trails reworked
● Mugetsu
○ Cutscene added
○ Total duration reduced
○ Wave now hits characters away from Ichigo

Isaac:
● New idle, idle wait, walk, jump, fall, land, helpless, sent flying, shield animations added
● Entrance SFX and GFX added
● Color palettes updated for some costumes
● Forward Tilt
○ New magic casting and vine GFX
○ Vine is now integrated into the animation instead of working like a projectile
● Up Tilt
○ New magic casting GFX
● Down Tilt
○ New magic casting and thorn GFX
● Forward Smash
○ New animation
○ Hurtboxes redone
○ First active frame upper hitbox moved backwards 5.55 pixels
○ Second active frame hitboxes redone
■ Forwards range -8.55
■ Backwards range +15.05
■ Upwards range -8.8
■ Downwards range +0.25
○ Third active frame hitboxes redone
■ Forwards range +11.65
■ Backwards range -2.25
■ Upwards range +2.5
■ Downwards range -3.15
○ Endlag 16 frames → 14 frames
○ Removed duplicate attack trail
○ Adjusted SFX/VFX/GFX
● Up Smash
○ New animation
○ Hurtboxes redone
○ First active frame hitboxes redone
■ Forwards range -1
■ Backwards range +1
■ Upwards range +5.3
■ Downwards range -1.9
○ Second active frame hitboxes redone
■ Forwards range +2.85
■ Backwards range +1
■ Upwards range +13.65
■ Downwards range +8.4
○ Third active frame hitboxes redone
■ Forwards range -9.8
■ Backwards range +17.4
■ Upwards range +38.25
■ Downwards range -20.45
○ Fourth active frame hitboxes redone
■ Forwards range -22.95
■ Backwards range +12.05
■ Upwards range +4.1
■ Downwards range -0.9
○ Fifth active frame hitboxes redone
■ Forwards range -34.8
■ Backwards range +12.1
■ Upwards range -19.05
■ Downwards range +4.95
○ Sixth active frame hitboxes redone
■ Forwards range -13.35
■ Backwards range +13.35
■ Upwards range -1.55
■ Downwards range -9.05
○ Adjusted SFX/VFX/GFX
● Down Smash
○ New animation
○ Hurtboxes redone
○ Post-charge startup 4 frames → 6 frames
○ First active frame hitboxes adjusted
■ Forwards hitbox moved 1.1 pixels forwards
■ Back hitbox moved 2 pixels back
○ Second active frame hitboxes adjusted
■ Forwards hitbox moved 5.25 pixels forwards
■ Back hitbox moved 4.25 pixels back
○ Third/fourth active frame hitboxes redone
■ Forwards range +6.5
■ Backwards range +7.3
■ Upwards range +6
■ Downwards range +0.1
○ Endlag 11 frames → 9 frames
○ New rock GFX
○ Adjusted SFX/VFX
● Back Air
○ New animation
● Up Air
○ New animation
○ Hurtboxes redone
● Down Air
○ New animation and SFX
○ First active frame hitboxes adjusted
■ Forwards range +6.35
■ Backwards range -1.05
○ Second+ active frame hitboxes made constant
■ Forwards range +7
■ Backwards range -1.3
■ Upwards range +0.1
■ Downwards range +0.6
● Vine
○ New animations
○ New magic casting and vine GFX
○ No longer creates vines again on landing
○ Vines now disappear properly if Isaac gets hit out of the move
○ Vines now properly grab characters on the last active frame of the move
● Scoop
○ New helpless animation
● Gaia
○ New animations
○ New rock GFX
■ Hitbox widened very slightly to fit the new GFX
● Grab
○ First active frame grab box size decreased
■ Forwards range -7.3
■ Backwards range -5.8
■ Upwards range +0.55
■ Downwards range -0.75
○ Second active frame grab box size decreased
■ Forwards range -0.8
■ Backwards range -12.3
■ Upwards range +0.55
■ Downwards range -0.75
● Judgment
○ Is now unblockable
○ Activation animation updated

Jigglypuff:
● Minor palette fixes
● Sing
○ Now puts opponents into sleep instead of dizzy
● Rest
○ Frame 1-13 intangibility restored
● Grab
○ Grab box size adjusted
■ Forwards range -0.1
■ Backwards range +3.6
■ Upwards range -0.55
■ Downwards range +0.05
● Pummel
○ Readjusted animation

Kirby:
● Walk animation edited
● Added jump/land SFX and the star effect when he lands
● Jab Combo
○ No longer skips over jab 2 sometimes
○ Now supports both mashing and holding during Vulcan Jab
○ 4th vulcan punch active frames 1 → 2 (like the others)
○ Jab finisher added
○ Multi-jab damage 1% → 0.5% (per hit)
● Copy Abilities
○ Donkey Kong Kirby updated with new punch behaviors, updated animations, and
actual hurtboxes
○ Ganondorf Kirby now stalls in midair when doing an air Warlock Punch
○ Link Kirby updated with new arrow behaviors
○ Pac-man Kirby now has proper itemboxes
○ Samus Kirby updated with new Charge Shot behaviors, fixed animations, and
actual hurtboxes
○ Sandbag Kirby now stalls in midair when spawning a capsule
○ Zero Suit Samus Kirby updated with new Paralyzer behaviors
● Grab
○ Grab box backwards range -1
● Down Throw
○ Final hit hitstun 1 frame → 1x, self hitstop 5 frames → 4 frames
○ SFX/GFX updated

Krystal:
● Item throws added
● Final Smash added
● Improved hurtboxes and item boxes on dizzy, neutral taunt, and down taunt
● Jab Combo
○ Item boxes improved
● Dash Attack
○ Item boxes improved
● Grab
○ Grab box size adjusted
■ Forwards range -0.3
■ Backwards range +0.3
■ Upwards range -7.9
■ Downwards range +5.4
● Forward Throw
○ Hurtboxes improved
● Back Throw
○ Hurtboxes improved
● Down Throw
○ Hurtboxes improved
Link:
● New idle wait, turn, backwards jump, crash, sent flying animations added
● Hurtboxes redone on idle/crouch animations
● Floor getup duration 13 frames → 15 frames
○ Intangibility frames unchanged
○ Animation retimed
● Neutral/side taunts edited slightly
● Jab Combo
○ No longer does the full combo when holding down the attack button
● Up Smash
○ Replaced old sparkle GFX with new one
● Dash Attack
○ New attack, based on his dash attack from Sm4sh/Ultimate
● Down Air
○ Replaced old sparkle GFX with new one
● Arrow
○ No longer starts charging on frame 1
■ Maximum charge time 25 frames → 12 frames to compensate
○ No longer increases Link’s knockback if hit out of the move
○ Now properly transitions between ground and air versions
● Boomerang
○ Now ignores heavy and super armor on return
● Spin Attack
○ Air version has a new animation
● Grab
○ Startup 8 frames → 6 frames
○ Endlag 16 frames → 25 frames
● Triforce Slash
○ Now works properly when under the effects of a Super/Poison Mushroom
○ Slight animation updates

Lloyd:
● Jab Combo
○ Jab buffer increased for each hit
○ Now supports both holding and mashing during Sword Rain
○ Jab finisher added
○ Jab 2 BKB 25 → 35
○ Multi-jab damage 1% → 0.5% (per hit), angle 45° → 35°, KBG 80 → 50, hitstop
1x → 1 frame
● Grab
○ Grab box size decreased
■ Forwards range -9.3
■ Backwards range -0.5
■ Upwards range -2.45
■ Downwards range +0.15
● Falcon’s Crest
○ Changed the font to what it should be

Lucario:
● Updated aura scaling
○ 1x aura at 80% → 70%
○ Aura cap 1.5x → 1.6x
● New idle wait animation added
● Fixed aura effects not updating properly on crouch
● Added crouch/uncrouch SFX
● Minor palette updates
● Down Smash
○ Angle 15°/165° → 25°/155°
● Dash Attack
○ Can no longer reverse-hit
● Back Air
○ Damage 16% → 14%, BKB 40 → 35
● Aura Sphere
○ No longer rides up slopes or teleports up walls
● Grab/Pummel
○ New animations
○ Grab box size increased
■ Forwards range +8.15
■ Backwards range -6.3
■ Upwards range +0.1
■ Downwards range +3.25
● Back Throw
○ BKB 58 → 50, KBG 74 → 60
● Aura Storm
○ Is now unblockable
○ SFX/VFX updated
○ No longer jumps at the end

Luffy:
● Removed a hurtbox on his leg on dodge roll the frame he loses intangibility
● Getup roll speed 25 → 28
● Getup roll decay 0.75 → 0.73
● Tech roll animation redone
● Minor palette fixes
● Jab Combo
○ No longer does jab 2 when holding the attack button during jab 1
○ Now supports both holding and mashing during rapid punches
● Grab
○ Moved animation/hurtboxes down so he no longer floats
○ Grab box size adjusted
■ Forwards range -2.35
■ Backwards range -20.55
■ Upwards range -5
■ Downwards range +5.6

Luigi:
● New run, dash, and turn animations added
● Double jump VFX no longer plays on every double-jump
● Dizzy VFX re-added
● Jab Combo
○ Jab 3 no longer comes out if there’s a long delay after jab 2
○ No longer does an extra jab 1 when holding the attack button after jab 2
■ Jab 2 endlag 4 frames → 5 frames
● Forward Smash
○ Spark SFX updated to match the rest of the cast
● Up Smash
○ Spark SFX updated to match the rest of the cast
● Down Smash
○ Spark SFX updated to match the rest of the cast
● Down Air
○ Spark SFX updated to match the rest of the cast
● Super Jump Punch
○ Sweetspot updated
■ Grounded damage 22% → 25%, BKB 80 → 50, KBG 65 → 75
■ Air damage 17% → 20%, BKB 70 → 40, KBG 61 → 75
■ Grounded hitbox size 25.7x14 → 12x12
● Forwards/backwards range -6.85
● Upwards/downwards range -1
■ Air hitbox size 25.7x14 → 14x14
● Forwards/backwards range -5.85
● Luigi Cyclone
○ No longer sounds super loud when used in the air
● Grab
○ Grab box size adjusted
■ Forwards range -0.9
■ Backwards range -1.8
■ Upwards range -2.7
■ Downwards range +8.4
● Poltergust 5000
○ Removed darkening effect

Mario:
● Run animation edited
● New ground tech, tech roll animations
● Double jump VFX no longer plays on every double-jump
● Dizzy VFX re-added
● Shadow Mario costume improved
● Minor palette fixes
● Jab Combo
○ Jab 3 no longer comes out if there’s a long delay after jab 2
● Forward Smash
○ Spark SFX updated to match the rest of the cast
● Up Smash
○ Spark SFX updated to match the rest of the cast
● Down Smash
○ Spark SFX updated to match the rest of the cast
● Grab
○ Grab box size adjusted
■ Forwards range -7.05
■ Backwards range +0.05
■ Upwards range -3.6
■ Downwards range +2.3
● Mario Finale
○ Is now unblockable
○ Startup/endlag reduced significantly
○ Hitboxes/stats redone to make it link better

Marth:
● Jab Combo
○ Jab 2 BKB 25 → 20
○ No longer alternates between hits by holding down the attack button
● Forward Tilt
○ Tipper damage 12% → 13%, BKB 40 → 60, KBG 80 → 70
● Up Tilt
○ Hitboxes updated to improve accuracy
○ Arm/hilt hitboxes now have priority over head hitbox
○ Attack stats changed
■ Early hit
● Arm: angle 65° → 110°, KBG 110 → 120
● Head: damage 9% → 8%, angle 65° → 45°, KBG 110 → 116
● Tipper: BKB 40 → 50, KBG 95 → 100
■ Late hit
● Arm: damage 9% → 10%, angle 65° → 85°, KBG 110 → 120
● Head: angle 65° → 45°, BKB 40 → 30, KBG 110 → 116
● Tipper: BKB 40 → 50, KBG 95 → 100
● Down Tilt
○ Hitboxes modified
■ Tipper forwards/downwards range increased very slightly, backwards
range decreased slightly
■ Hilt forwards/downwards range increased very slightly, backwards range
decreased, hitbox moved down 3 pixels
■ Third hitbox added for head hitbox
○ Attack stats changed
■ Arm: damage 8% → 9%, angle 40° → 30°
■ Head: angle 40° → 30°, BKB 40 → 20
■ Tipper: angle 40° → 30°, BKB 40 → 50, KBG 50 → 40
● Forward Smash
○ Active frame 1 hitboxes updated
■ Sourspot upwards range -6
■ Tipper forwards range +16
○ Active frame 2 hitboxes updated
■ Sourspot forwards range -1, backwards range -1
■ Tipper forwards buffer +1, corner buffer increased
○ Tipper damage 18% → 20%
● Forward Air
○ Arm/hilt hitboxes now have priority over head hitbox
○ Landing lag 7 frames → 5 frames
○ Attack stats changed
■ Arm: damage 9% → 10%
■ Head: BKB 30 → 20
■ Tipper: damage 12% → 13%, angle 70° → 67°, BKB 40 → 42
● Back Air
○ Arm/hilt hitboxes now have priority over head hitbox
○ Landing lag 7 frames → 6 frames
○ Tipper forwards buffer +3
■ Sourspot forwards range -3
○ Attack stats changed
■ Arm: damage 9% → 10%, angle 47° → 45°
■ Head: angle 47° → 45°
■ Tipper: angle 47° → 45°, KBG 85 → 90
● Up Air
○ Arm/hilt hitboxes now have priority over head hitbox
○ Active frame 3 hitboxes updated
■ Tipper downwards range +5
■ Arm downwards range +11
■ Head hitbox added
○ Attack stats changed
■ Arm: damage 9% → 10%
■ Tipper: KBG 70 → 80
● Down Air
○ Autocancel frames 25-30 → frames 24-30
○ Endlag 21 frames → 23 frames
○ Landing lag 10 frames → 8 frames
○ Tipper hitboxes now have priority over non-tipper
○ Hitboxes updated to improve accuracy
■ Overall range is unaffected
○ Attack stats changed
■ Arm: damage 9% → 10%, BKB 30 → 40
■ Head: angle 80° → 45°
● Dolphin Slash
○ Sweetspot now has priority over sourspot
○ Reverse Dolphin Slash implemented
■ Up-angled Dolphin Slash removed
○ Intangibility added to first active frame
○ Ground
■ Frame 1 sweetspot BKB 70 → 80, KBG 75 → 70
■ Frame 1 sourspot BKB 55 → 60, KBG 75 → 70
■ Frame 2 sweetspot damage 12% → 7%, BKB 70 → 20, KBG 75 → 90
■ Frame 2 sourspot damage 9% → 6%, BKB 55 → 20, KBG 75 → 90
■ Frame 3 sweetspot damage 11% → 7%, BKB 70 → 20, KBG 75 → 90
■ Frame 3 sourspot damage 8% → 6%, BKB 55 → 20, KBG 75 → 90
■ Frame 4 sweetspot damage 10% → 7%, BKB 70 → 20, KBG 75 → 90
■ Frame 4 sourspot damage 7% → 6%, BKB 55 → 20, KBG 75 → 90
○ Air
■ Early hit sweetspot damage 10% → 13%, BKB 20 → 80, KBG 90 → 70
■ Early hit sourspot damage 7% → 10%, BKB 25 → 60, KBG 90 → 70
■ Late hit sweetspot damage 10% → 7%
■ Late hit sourspot damage 7% → 6%, BKB 25 → 20
○ Ground handboxes now based on the air version
○ Hitboxes tweaked
■ Frame 1 tipper
● Forwards range -0.65
● Backwards range +1.75
● Upwards range -2.95
● Downwards range -3.95
● Effective tipper size +1.55
■ Frame 1 sourspot
● Forwards range +8.8
● Backwards range +6.8
● Upwards range +1.65
● Downwards range -5.15
■ Frame 2 tipper
● Forwards range +0.2
● Backwards range -4
● Upwards range -0.3
● Downwards range -1.5
● Effective tipper size +3.2
■ Frame 2 sourspot
● Forwards range -0.05
● Backwards range +0.1
● Upwards range -0.2
● Downwards range +0.75
■ Frame 3 tipper
● Forwards range -0.2
● Backwards range +5.2
● Upwards range +0.1
● Downwards range +0.7
● Effective tipper size +5
■ Frame 3 sourspot
● Forwards range -0.4
● Backwards range +11.7
● Upwards range +0.65
● Downwards range +1.1
■ Frame 4 tipper
● Forwards range -4.8
● Backwards range +0.6
● Upwards range +0.85
● Downwards range -11.35
● Effective tipper size +3.6
■ Frame 4 sourspot
● Forwards range -7.8
● Backwards range +1.9
● Upwards range -2.75
● Downwards range +9.95
● Counter
○ Counterattack duration 2 frames → 3 frames
○ Counterattack endlag 3 frames → 4 frames
○ Counterattack intangibility frames 1-2 → frames 1-8
○ Now flashes white for the active duration of the counter
○ Now properly destroys projectiles during the counter attack
● Grab
○ Adjusted hurtboxes on grab parry/grab frames
○ Grab box size decreased
■ Forwards range -3.15
■ Backwards range -12.45
■ Upwards range -0.9
■ Downwards range -0.1
● Forward Throw
○ Angle 30° → 50°, BKB 65 → 70, KBG 40 → 45
● Back Throw
○ Angle 135° → 117°
● Up Throw
○ Angle 85° → 93°, BKB 65 → 60, KBG 110 → 130
● Down Throw
○ Angle 155° → 135°, BKB 75 → 65
● Critical Hit
○ Is now unblockable

Mega Man:
● Forward Smash
○ No longer rides up slopes
● Up Air
○ No longer rides up slopes
● Mega Buster
○ No longer rides up slopes
● Crash Bomb
○ No longer rides up slopes
● Water Wave
○ Grounded waves no longer do the 1% from the air version in addition to the
regular hit
● Grab
○ Grab box size adjusted
■ Forwards range -1
■ Upwards range -1.3
■ Downwards range +2.4
● Black Hole Bomb
○ No longer rides up slopes

Meta Knight:
● Forward Air
○ Frame 3 hitboxes redone
■ Forwards range +2.9
■ Backwards range -9.45
■ Upwards range -17.5
■ Downwards range -5.3
○ Frame 7 hitboxes redone
■ Forwards range +2.25
■ Backwards range -8.4
■ Upwards range -5.85
■ Downwards range -5.7
○ Frame 8 hitboxes removed
■ Upwards range -12.65
○ Endlag 9 frames → 12 frames
■ Autocancel frames 11-17 → frames 12-20
○ Sword trails edited to reflect new hitboxes
● Back Air
○ Startup 4 frames → 3 frames
■ Autocancel frames 1-2 → frames 1-3
○ Frame 4 hitboxes redone
■ Forwards range +0.25
■ Backwards range +0.75
■ Upwards range +4.75
■ Downwards range -4.85
○ Gap between the first 2 hits 1 frame → 2 frames
○ Frame 7 hitboxes redone
■ Forwards range -0.8
■ Backwards range +0.3
■ Upwards range -5.2
■ Downwards range +4.4
○ Frame 10 hitboxes redone
■ Forwards range +1.05
■ Backwards range +0.05
■ Upwards range -5.25
■ Downwards range -10.25
○ Frame 11 hitboxes removed
○ Endlag 8 frames → 13 frames
■ Autocancel frames 18-19 → frames 17-23
○ Landing lag 8 frames → 6 frames
○ Sword trails edited to reflect new hitboxes
● Up Air
○ Autocancel added on frames 1-2
○ Frame 3 hitboxes redone
■ Forwards range +3
■ Backwards range +1.2
■ Upwards range -1
■ Downwards range +0.35
○ Frame 4 hitboxes removed
■ Backwards range -7.1
■ Downwards range -32.05
○ Endlag 8 frames → 10 frames
■ Autocancel frame 12 → frames 12-13
○ Sword trails edited to reflect new hitboxes
● Down Air
○ Startup 4 frames → 2 frames
■ Autocancel added on frames 1-2
○ Attack VFX/SFX moved back 2 frames
○ Frame 3 hitboxes redone
■ Forwards range -11.8
■ Backwards range +10.3
■ Upwards range -1.2
■ Downwards range -5.95
○ Frame 4/5 hitboxes removed
■ Backwards range -12.2
■ Upwards range -21.4
○ Endlag 8 frames → 12 frames
■ Autocancel frame 13 → frames 14-15
○ Sword trails edited to reflect new hitboxes
● Grab
○ Grab box size decreased
■ Forwards range +0.65
■ Backwards range -3.75
■ Upwards range -2
■ Downwards range +0.6
● Galaxia Darkness
○ Is now unblockable

Mr. Game & Watch:


● Improved hurtboxes and itemboxes on idle, walk, run, and skid animations
● Sleep animation added
● Increased the volume of his victory theme a bit
● Jab Combo
○ Jab behaviors updated to work more like the other characters
○ Now supports both mashing and holding during the rapid attack
○ Jab finisher added
○ Multi-jab size increased a decent amount
○ Multi-jab damage 1% → 0.5% (per hit)
● Grab
○ Grab box size adjusted
■ Forwards range -3
■ Backwards range +1
● Pummel
○ Animation adjusted
● Item Attacks
○ Dash attack animation remade to function more like a dash attack
● Octopus
○ Is now unblockable
○ Can no longer move during the outro until he jumps out

Naruto:
● Jab Combo
○ No longer does the full combo when holding down the attack button
● Grab
○ Grab box size increased
■ Forwards range -2.9
■ Backwards range +3.3
■ Upwards range -0.8
■ Downwards range +2.9
● Tailed Beast Rush
○ SFX and GFX updated

Ness:
● Jab combo
○ Jab buffer increased for each hit
○ Added some more metal SFX
● PK Fire
○ Now spawns directly on top of the opponent instead of on the side of contact
■ Vertical position unaffected
● PK Thunder
○ Can no longer be controlled when Ness gets hit or grabbed
○ Handboxes adjusted
● Grab
○ Grab box size adjusted
■ Forwards range -9.95
■ Backwards range -1.75
■ Upwards range -5.9
■ Downwards range +2.5
● Pummel
○ Readjusted animation
● Down Throw
○ Readjusted animation

Pac-Man:
● Jab Combo
○ Jab buffer increased for each hit
● Bonus Fruit
○ No longer loses charge when hit/grabbed after letting it charge without cancelling
● Super Pac-Man
○ No longer forces characters back to visible when star KO’d

Peach:
● Jab Combo
○ No longer does jab 2 when holding the attack button during jab 1
● Forward Smash
○ Replaced old sparkle GFX with new one
● Up Smash
○ Replaced old sparkle GFX with new one
● Down Smash
○ Replaced old sparkle GFX with new one
● Grab
○ Grab box size adjusted
■ Forwards range -2.4
■ Backwards range +3.3
■ Downwards range +1
● Peach Blossom
○ Should no longer revive dead characters

Pichu:
● Minor palette fixes
● Grab
○ Grab box size adjusted
■ Forwards range +0.3
■ Backwards range -1.5
■ Upwards range -12.95
■ Downwards range +5.85
● Electric Terrain
○ Is now unblockable

Pikachu:
● Backflip double-jump added
● Grab
○ Grab box size adjusted
■ Backwards range +5
■ Upwards range +0.5
■ Downwards range +2.5
● Volt Tackle
○ Is now unblockable
Pit:
● Jab Combo
○ Jab buffer increased for each hit
○ Fixed some animation weirdness at the end of each hit (framedata unaffected)
● Palutena’s Bow
○ Arrows now properly hit opponents in the direction the arrow’s facing
○ Arrows no longer jitter when a direction is held
● Grab
○ Animation slightly adjusted

Rayman:
● Minor palette fixes
● Jab Combo
○ Jab buffer increased for each hit
● Forward Smash
○ Max charge time 50 frames → 40 frames
○ Pre-charge startup 10 frames → 6 frames
○ Level 1 endlag 6 frames → 5 frames
○ Level 2 endlag 7 frames → 6 frames
○ Level 3 endlag 8 frames → 7 frames
○ Level 4 endlag 11 frames → 8 frames
○ Active frame 3 is now a late hit on all charge levels
■ Damage 16% → 14%, hitstun/self hitstun 9 → 6, BKB 45 → 40
● Up Smash
○ Max charge time 50 frames → 40 frames
● Down Smash
○ Max charge time 45 frames → 40 frames
● Grab
○ Fixed some animation errors
○ Updated hurtboxes
● Pummel
○ Readjusted animation
● Bzzit the Mosquito
○ Is now unblockable

Ryu:
● Increased frames of animation on sent flying animation
● Default and SF1 palettes updated
● Jab Combo
○ Strong version animation upgraded
● Neutral Air
○ New animation
● Hadoken
○ Air version animation added
○ Air version vertical boost -3 → -8
● Shoryuken
○ Grounded command version KBG 85 → 80
○ Air command version KBG 76 → 70
● Grab
○ Startup 2 frames → 3 frames
○ Endlag 8 frames → 11 frames
○ Hurtboxes adjusted slightly
○ Grab box size decreased
■ Forwards range -0.55
■ Backwards range -3.45
■ Upwards range -6.4
■ Downwards range +2.4
● Pummel
○ Readjusted animation
● Back Throw
○ Updated animation
○ Active frame 4 → frame 8
● Down Throw
○ Second hit can now hit non-grabbed characters
○ Second hit shield damage 1x → 80
● Shinku Hadouken
○ Now has transcendent priority and is unblockable
○ BKB 70 → 75, KBG 80 → 90
● Shin Shoryuken
○ Is now unblockable
○ Can no longer be turbo-cancelled
○ Fixed autolink issues that would cause characters to fall out before the final hit

Samus:
● Charge Shot
○ No longer starts charging on frame 1
○ Can no longer fire uncharged shots, shield, or roll during startup
○ No longer keeps air charge if hit while charging
○ No longer increases Samus’ knockback if hit while charging
○ Now properly transitions between ground and air versions
○ Frame data updated
■ Ground uncharged startup 14 frames → 7 frames
■ Ground uncharged endlag 22 frames → 15 frames
■ Ground fully charged startup 6 frames → 7 frames
■ Ground fully charged endlag 19 frames → 15 frames
■ Air uncharged startup 8 frames → 7 frames
■ Air uncharged endlag 14 frames → 15 frames
■ Air fully charged startup 10 frames → 7 frames
■ Air fully charged endlag 12 frames → 15 frames
■ Maximum charge time 72 frames → 70 frames
○ Uncharged shot attack stats now scale properly with charge
■ Damage 0-22% with a floor of 5% → 3-21%
■ BKB 40 → 14-36
■ KBG 60 → 42-66
○ Fully charged shot BKB 40 → 50, KBG 70 → 72, shieldstun 0.9x → 1x
○ Charge boosting updated from bug to feature
■ Charge boosting no longer applies if hit while charging
■ All other behaviors work the same
○ Air version hurtboxes completely redone
○ 3 frame cooldown removed
○ Animations retimed
● Grab
○ Hurtboxes cleaned up
○ Dash grab is now activated by grabbing while dashing, running, or turning
■ It’s now possible to get a standing grab when canceling a dash with
jump/crouch
● Pummel
○ Readjusted animation
● Zero Laser
○ Is now unblockable

Sandbag:
● Got a full resprite
○ All hitboxes and hurtboxes updated
● Dodge roll is now functional
○ Duration 9 frames → 15 frames
○ Intangibility frames 2-4 → frames 1-9
○ Speed 8 → 15
○ Deceleration 0.97 pixels/frame → 1.1 pixels/frame
● Getup roll duration 14 frames → 17 frames
○ Intangibility frames 2-9 → frames 1-11
● Spotdodge duration 9 frames → 10 frames
○ Intangibility frames 2-5 → frames 2-6
● Ground tech duration 14 frames → 13 frames
○ Intangibility frames 1-8 → frames 1-10
● Tech roll duration 14 frames → 20 frames
○ Intangibility frames 1-9 → 1-10
● Getup roll speed 32 → 22
● Getup roll deceleration 0.65x/frame → 0.8x/frame
● Getup roll delay 0 frames → 5 frames
● Tech roll now looks more like his tech in place animation
● Now properly holds items on all animations
● Removed “halt in place” side taunt
● Moved neutral taunt to side taunt and restored its hitbox
● Moved down taunt to neutral taunt
● Added a new down taunt
● Redid item attack animations
● Added some new facial expressions
● Added back jump/double back jump animations
● Up Tilt
○ Active duration 7 frames → 6 frames
■ Endlag 1 frame → 2 frames
● Forward Smash
○ Adjusted startup animation
● Dash Attack
○ Endlag 30 frames → 22 frames
● Down Air
○ Damage 19% → 20%
● Capsule Spawn
○ Now stalls in midair when spawning a capsule
○ Changed SFX when spawning a capsule
● Pummel
○ Damage 1.5% → 2%
● Forward Throw
○ Startup 23 frames → 16 frames
○ Endlag 22 frames → 19 frames
○ Redid animation to give it a bit more impact
● Up Throw
○ Active duration 5 frames → 4 frames
■ Endlag 3 frames → 4 frames
● Getup Attack
○ Damage 6% → 8%, KBG 40 → 50
○ Active duration 4 frames → 3 frames
■ Endlag 11 frames → 12 frames
○ Intangibility frames 1-14 → frames 1-13
○ Horizontal range significantly increased
● Home-Run Combo
○ Now freezes in midair during the activation animation
○ Updated HRC assets to match the most recent ones
○ Added some more camera shake
Sheik:
● Max air speed 9.2 → 6.8
● Short hop 10.35 → 14.5
● Initial walk speed 0.8x → 0.5x
● Jab Combo
○ Jab buffer increased for the second hit
○ Now supports both holding and mashing during rapid punches
● Forward Smash
○ Hit 1 back hitbox now has priority over the front hitbox
○ Hit 1 back hitbox angle 78° → 45°
○ Hit 1 can no longer be DI’d
● Down Smash
○ First hit BKB 35 → 42
● Dash Attack
○ Endlag 12 frames → 10 frames
○ Animation retimed slightly
● Neutral Air
○ KBG 100 → 82
● Needle Storm
○ Now has transcendent priority
● Bouncing Fish
○ KBG 90 → 105
● Vanish
○ Attack hitbox size 29.3x31.4 → 24x24
■ Due to physical explosion being scaled up, it’s more like 30x30
○ Attack hitbox moved back 5 units
○ Wind hitbox size 29.3x31.4 → 30x30
○ Now allows aerial drift earlier (11 frames after reappearing → 8 frames)
● Grab
○ Grab box size adjusted
■ Forwards range -5.9
■ Backwards range -2.7
■ Upwards range -0.65
■ Downwards range +5.15
● Pummel
○ Readjusted animation

Simon:
● Minor palette fixes
● Cross
○ No longer rides up slopes
● Holy Water
○ Now does aura damage instead of fire
● Grab
○ Grab box size decreased
■ Forwards range +0.1
■ Backwards range -10
■ Upwards range -1.2
■ Downwards range +0.6
● Pummel
○ Readjusted animation

Sonic:
● Neutral taunt updated
● Jab Combo
○ Jab buffer increased for each hit
● Grab
○ Grab box size adjusted
■ Forwards range +0.05
■ Backwards range -14.2
■ Upwards range -0.05
■ Downwards range +1.15
● Pummel
○ Readjusted animation

Sora:
● Entrance no longer plays VFX when metal
● Jab Combo
○ No longer does the full combo when holding down the attack button
○ Jab 1 endlag 4 frames → 5 frames
● Flowmotion
○ No longer stacks knockback on any hits
○ Up version duration decreased by 2 frames to make it connect better
● Grab
○ Startup 4 frames → 3 frames
○ Grab box size adjusted
■ Forwards range -3
■ Backwards range+7.4
■ Upwards range -0.45
■ Downwards range -1.45
● Trinity Limit
○ Can now be powered up with either the attack or special button
○ SFX updated

Tails:
● Jab Combo
○ Jab buffer increased for each hit
● Grab
○ Grab box size decreased
■ Forwards range -1
■ Backwards range -2
■ Upwards range -2.2
■ Downwards range +2.2
● Tornado
○ Is now unblockable

Waluigi:
● Redid hurtboxes and itemboxes for tumble, getup, getup roll, getup attack, tech in place,
tech roll, and item animations
● Made footstep and jump SFX a bit quieter
● Added VFX for item assist animation
● Neutral Air
○ Early hit KBG 75 → 90
● Purple Torpedo
○ Now does darkness damage
● Grab
○ Grab box backwards range -10
● Pummel
○ Readjusted animation

Wario:
● Minor palette updates
● Jab Combo
○ No longer does jab 2 when holding the attack button during jab 1
● Grab
○ Grab box size decreased
■ Forwards range -4.4
■ Backwards range -7.6
■ Upwards range -4.3
■ Downwards range -2.1

Yoshi:
● Double jump VFX only plays on every other double jump
● Up Throw
○ No longer flips characters the wrong way, for real this time
● Grab
○ Startup 7 frames → 8 frames
○ Endlag 16 frames → 26 frames
● Item Attacks
○ Updated hurtboxes on all item swing/item shoot animations
● Super Dragon
○ Is now unblockable

Zelda:
● Grab
○ Endlag 11 frames → 10 frames
○ Grab box size adjusted
■ Forwards range +0.1
■ Backwards range +1.4
■ Upwards range -4.9
■ Downwards range +3
● Pummel
○ Readjusted animation

Zero Suit Samus:


● Fixed SFX timing on neutral taunt
● Jab Combo
○ No longer does the full combo when holding down the attack button
● Paralyzer
○ No longer starts charging on frame 1
○ Can no longer reverse-hit
○ No longer increases Zero Suit Samus’ knockback if hit while charging
○ Now properly transitions between ground and air versions
○ Frame data updated
■ Uncharged startup 12 frames → 10 frames
■ Uncharged endlag 8 frames → 13 frames
■ Fully charged startup 24 frames → 20 frames
■ Fully charged endlag 8 frames → 13 frames
■ Maximum charge time 15 frames → 10 frames
○ Damage now scales properly
■ Damage 5.4-8.4% → 4-5% uncharged, 6% fully charged
○ Now scales paralyze duration
■ 10 uncharged → 10-20 uncharged
○ Animation retimed
● Grab
○ First active frame grab box backwards range -22.5
● Pummel
○ Readjusted animation
● Crystal Flash
○ Is now unblockable

Stages:
Battlefield
● “Cruel Smash” theme added for VS Mode
Bowser’s Castle
● Can now grab the ledges again
● Added more item spawn locations
● Made the AI warning boundaries less strict
Butter Building
● Moved ledges closer to the terrain
Casino Night Zone
● Moved ledges closer to the terrain
Castle Siege
● Phase 1 background and terrain updated
● Phase 2 completely resprited
● Breakable statue platforms added
● Stage transition timer 20 seconds → 30 seconds
● Stage transition SFX added
● Phase 3 background resprited
● Moved ledges closer to the terrain on phase 3
Chaos Shrine
● “Battle! (Final Fantasy)” theme updated
Desk
● Moved ledges closer to the terrain
Devil’s Machine
● “Porky Means Business!” theme updated
Fairy Glade
● Added to the game
Final Destination
● “Final Destination” theme updated
○ Made theme slightly quieter as well
● “VS Master Hand” theme added for VS Mode
● “Cruel Smash” theme moved to Battlefield
● Slightly adjusted the terrain
● Background now changes depending on the music
Final Valley
● Moved ledges closer to the terrain
Flat Zone +
● Added a ledge to the top-right section
● Moved ledges closer to the terrain
Fourside
● Moved ledges closer to the terrain
Gangplank Galleon
● “Gangplank Galleon” theme updated
Galaxy Tours
● Moved ledges closer to the terrain in Toy Time Galaxy
Hidden Leaf Village
● Moved ledges closer to the terrain
Hylian Skies
● Moved ledges closer to the terrain
Hyrule Temple
● Moved ledges closer to the terrain
Lake of Rage
● Moved ledges closer to the terrain
Meta Crystal
● Adjusted terrain on the right side to make recovering easier
Meteo Campaigns
● Added ledges to the top section
● Moved ledges closer to the terrain
Mushroom Kingdom II
● Moved ledges closer to the terrain
Mushroom Kingdom III
● Adjusted spawn locations
● Moved ledges closer to the terrain
Nintendo 3DS
● Moved ledges closer to the terrain
● Changed green, red, orange, and purple colors to be more accurate to the real consoles
● Added cerulean, orange black, NES, and gold color variants
Palutena’s Shrine
● Moved ledges closer to the terrain
Pokémon Colosseum
● Base layout platforms tweaked
● Moved ledges closer to the terrain
● Bug layout updated with some new visuals and Pokémon
● Metal layout updated with some new Pokémon
● Ghost layout tweaked a bit
● Initial stage duration 60 seconds → 10 seconds
● Transformation duration 66 seconds → 30 seconds
● “Pokémon Main Theme” theme updated
Polygon Zone
● Moved ledges closer to the terrain
● “Character BTT” theme added for VS Mode
Sand Ocean
● New Falcon Flyer sprite
● Moved the respawn points closer to the center of the stage
● Moved ledges closer to the terrain
● Moved the road down a bit
● Road speed 27 → 32
● Moved the ceiling up a bit
Saturn Valley
● Adjusted terrain in the hot springs area
● Moved the ledges outwards very slightly
● Adjusted the foreground layer so any character’s hand can be seen when hanging from
the ledge
● Added more Mr. Saturns to the background
Skull Fortress
● Moved ledges closer to the terrain
Sky Pillar
● Moved ledges closer to the terrain
Sky Sanctuary Zone
● Removed inner ledges from main platform
● Blast zones and camera box adjusted slightly and centered with the stage
● Slightly reduced lag
● Updated Angel Island with new GFX
● Updated block falling SFX to a higher-quality rip
The World That Never Was
● Side blast zones moved inwards a bit (size 1530x1075 → 1350x1075)
○ Ledge to blast zone 548.8 → 458.8
Thousand Sunny
● Moved ledges closer to the terrain
● Added Jinbei to the background
Twilight Town
● Added another ledge on the left side of the right building
● Moved ledges closer to the terrain
Venus Lighthouse
● Minor graphical fixes
Waiting Room
● Updated visuals
● Added some more Sandbags
WarioWare Inc.
● Moved ledges closer to the terrain
World Tournament
● Moved ledges closer to the terrain
● Made both themes slightly quieter
Yoshi’s Story
● Moved ledges closer to the terrain

Currently up to date: August 9th

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