Rainbow Edition 3.0 Changelist
🧩 Syntax:
Changes are listed in (rough) tier list order
Only characters selectable in the base melee game are listed here as everything else is new in some form.
Fox:
Small note:While in previous iterations I nerfed this motherfucker to the ground out of spite, this time we let him live cuz idk how much he can compete with these new fucks anyway
-This Fox has PAL Fox as his base, therefore any change that PAL Fox had applies here
-Fox is now even lighter, as light as vanilla Pichu
Sheik:
Small note:definitely less efficient at what she usually does but now needs to rely more on Zelda, maybe
-Forward Air has been changed from a kill move to a combo tool, much like its smash ultimate version
-Forward Air has less landing lag
-Sheik's air speed has been increased
-Needle is now a launcher
-Throwing Needles now has less endlag to sooner be able to convert off of them
-Needles now do 0% as they would be too strong of a camping tool otherwise
-Sheik's run speed is marginally faster
-Down B Transformation is now nearly instant
-Neutral Air now sends at the angle that Vanilla Forward Air would have
-Back Air now has more landing lag and ending lag
-Forward Throw now sends at a 90 degree angle making it a combo starter
-Down Throw now sends at a 55 degree angle, roughly where it sent in PAL.
-Vanish (Up B) now starts up faster both on the air and on the ground and have a lot less endlag as well, however as a consequence using these moves at the ledge is way trickier
-Sheik's tipper up smash now has a bigger hitbox so it can reach platforms
Marth:
Small Note:mars
-Marth's dash and run animation have been replaced by his crouch animation
-Up Throw is now a very lethal kill throw
-Down Throw now uses his up throw animation and acts exactly as old up throw would have
-Back Throw now uses his down throw animation and acts exactly as old down throw would have
-Up Air's hitbox is now out for longer
-His Nair uses a different animation and functions as a single hit move now
-His Jab is now a launcher and uses a different animation
-Forward Smash has less ending lag
-Forward Smash always tipers
-Forward Smash deals greater shield damage
-Neutral B does increased shield damage
-Counter deals greater knockback
-Up B always tippers
-Down Tilt always tippers
-Down Smash always tippers
Falco
Small Note:As with Fox, Falco's kit is already quite complete except I actually like him.
-Falco now has 5 jumps
-His Run speed has been increased
-Falco's max air speed has been increased
-His Air Fiction has been slightly improved to make him slightly more responsive in the air given his new 5 jumps property
-Down Air now has less ending lag
-Grounded Side B now has less ending lag
-Aerial Side B no longer puts you in a helpless state
-Down Throw now acts more similarly to brawl being a combo throw
-Shine is now bigger and the same size as Vanilla Melee Fox's Shine
Jigglypuff:
Small note:This should let puff remain closer to her natural flow of gameplay while still making her a lot better, though making her a lot better might be a huge mistake
-Jigglypuff is now way faster on the ground
-Back Air's hitboxes are now out for longer
-Jigglypuff is now 30 units heavier, about the same as Sheik
-Up Throw no longer has knockback growth making combos off it work at any percent
-Forward Throw now sends at a deadlier angle further down
-The same change applies to back throw
-Her fastfall has been slightly improved
-Pound is now a proper shieldbreaker
-Sing's hitboxes have been made slightly bigger and the animation has been sped up by 1.5 times
-Rest now has less cool down, in other terms there's a lot less time to punish a Puff for resting
-Strong Nair is now more capable as a kill move, as it is in Smash Ultimate
-Roll Out now deals a lot more shield damage as it would in more modern versions of the character
-Down Tilt's hitboxes are significantly larger making it a more potent option at ledge
-Down Air has slightly less knockback growth so down air kill setups work for longer
-Down Air now has 10 less frames of landing lag
-Pound has slightly less ending lag
Captain Falcon:
small note:idk
-Taunt gives you a gun item
-Nair is different
-Up Air now sends upwards
-Side B now has fixed knockback
-Aerial Falcon Punch now has faster startup
-Aerial Up B now has more knockback growth
-Aerial Up B now deals more damage
-Early hit of Grounded Falcon Kick is now capable of killing
-Aerial Falcon Kick now spikes
-Dash Attack has higher knockback growth
-Dash Attack has higher base knockback
-Up Tilt sends at a spike angle
-Side B can now grab ledge
-Falcon Punch now takes 2 stocks if landed
-Side Bing off stage no longer puts you in a helpless state
-Falcon rapid jab can now no longer be performed
Ice Climbers:
Small Note:As the single most nerfed character in the game, Ice Climber changes are fewer and mostly quality of life stuff because of how stupidly easy it is to make them broken, and even this might be a lot
-Nana has infinite jumps
-Nana is now as heavy as Bowser
-Even if Nana Dies she will respawn after 20 seconds
-Their ground speed has been slightly increased
-Their up smash now has bigger hitboxes and is out for 3 more frames so it connects more reliably from both directions
-Their forward smash now has more active frames so it hits more reliably
-Their down smash now has bigger hitboxes so it could more reliably hit under the ledge
-Their up tilt hitboxes have been doubled in size in hopes to make it connect more reliably
-Their Dash Attack is now active for 6 frames rather than 2
-Sopo's Up B now travels a larger distance
-Popo is now as light as Pichu to compensate for all the buffs
Peach:
small note:faster girl
-Her ground speed has been significantly increased
-Her Jump properties have been modified
-Her fall speed has been increased
-As a result you can float really quickly if you initiate it off a run
-Her Down Tilt now has more active frames
-Her Down Tilt's hitboxes are now bigger
-Her Forward Tilt is an entirely different move
-Her Up Tilt now has similar properties to Fox's up tilt on hit
-Her Up Tilt now has a bigger hitbox
-Her Standing Grab-box is bigger
-Her Up Smash is now a completely different move
-Her Forward Smash is now always the same
-Her Down Smash now has less ending lag
-Her Down Smash now launches instead
-Her Down Smash now has less hitboxes
-Her Side B now covers significantly more difference
-Her Aerial Neutral B is now Down Smash
-Her Down B now always gives you landmines
-Her Down Air now sends downwards
-Her Up Throw now has less endlag
Pikachu:
Small note:Trying to differentiate Pikachu from Pichu can be a bit difficult but i do believe he has some unique strengths that make him worth picking as well
-He now has s64 Back Air
-His shield is 8 units bigger
-Up Air deals twice as much damage
-Dash Attack is a kill move similar to ult pikachu
-Forward Throw launches more upward for diagonal followups
-Forward Throw has less endlag
-Back throw is a kill throw similar to s64
-Down throw has been sped up to try and give him better options at closing out stocks vs floaties
-Up Tilt has been adjusted to have high base knockback but no knockback growth, this makes it a potent combo tool at any percent, additionally it deals more damage
-Thunderjolt now poisons you on hit
-Side B's base horizontal firing momentum has been increased, this is so an uncharged side b goes further, additionally the move practically ends after frame 10 which leaves you actionable to do anything, it's a makeshift positioning tool.
-Up Bing into the ground has no lag, imitating some modern incarnations of Pikachu up B
-Dash Grab is now the same as standing grab
-Down Tilt has bigger hitboxes now
-Down Smash now has bigger hitboxes which should make it harder to SDI out of it
-Forward Smash now has bigger hitboxes to hit ledge better
-Down Air spikes
-Forward Air is now similar to its ult iteration, with a hitbox that hits people away at the end
Donkey Kong:
Small note:Slightly less lethal than before but hopefully less mashy while keeping his neat stunning attributes.
-He has his smash 4/ult dash attack
-Increased Shield Size
-Nair is bigger and stronger so he doesn't struggle with facing his opponents
-The punch is near infinitely chargeable meaning it infinitely gets stronger
-Dash Attack's hitboxes are now bigger so the move feels better to use and works from a larger distance
-Cargo Forward Throw and Cargo Back Throw are now kill throws, because the cheese in ultimate when they kill is funny
-Donkey Kong's grounded up b now also reaches top platform
-He no longer loses charged punch if hit during up b
-Jab, Forward Tilt, Up Tilt, Down Tilt, Nair now have a stun effect
-Taunting to the right now gives you a barrel
-Taunting to the left now gives you a cannon barrel
-Donkey Kong's aerial mobility during his up b has been increased to make all helicopter kong dreams come to life
-The hits of aerial up b have been buffed in strength
-Side B is now a spike and active for longer
-Aerial gravity during side B has been altered
-Down B starts up faster
Dr. Mario:
Small Note:i want approaching as him to be better
-Neutral B has less ending lag
-Pill now launches opponents slightly upwards
-Pill now deals 4% instead of 8% as a result of the buffs
-His dash and run speed have been increased
-His Ground to Air Momentum Multiplier has been increased
-Up B now has a very strong early hit kind of like Ult Doc Up B but it has no hitbox afterwards
-Nair now has the properties of Fox's nair
-Nair now has less endlag
-Dash Attack has significantly reduced endlag
-Back Air has more active frames
-Weak Back Air now sends at a more upwards angle
-Down B is now more of an instant use move that sends quite far, somewhat similar to ultimate, though recovering with it is still possible
-Down Tilt is now a combo starter as it sends upwards with fixed knockback
-Down Tilt now has less endlag
-Up Tilt is now identical to vanilla Mario's up tilt to allow for further combo potential
-Cape is now active for longer
-Cape can now spike opponents while still keeping reflector properties for projectiles
-Forward Throw now sends at a 65 degree angle and acts as a low percent combo starter
-Forward Throw's animation now has less endlag so Doc can act out of it faster
-Forward Smash's range has been increased to more closely mirror Mario's F-smash reach
-Down Air now mirrors its SSBU incarnation
Luigi:
small note:fast air speed changes his gameplay loop so significantly that his change list is smaller as a result
-His air speed has been increased significantly
-Dash Attack has a proper ending hitbox
-Up B sweetspots on all hitboxes
-Aerial Up B is as strong as grounded up b
-Fireballs travel at light speed
-Fully charged side b is always misfire
Samus:
Small Note:Trying to imitate ZSS a bit more here while still keeping a few of her base attributes and some new things, this Samus should be decently capable of setting up into strings, though smash missile and charge shot are as normal as ever if one prefers that.
-Her movement was updated to be more in line with Fox's, though her jump was kept pretty floaty.
-She falls slightly faster
-As a result she's lighter
-Jab1 now comes out instantly
-Up air's animation was swapped
-Up air has a bigger hitbox so it connects better
-Up B now sends forward in its final hit and could kill
-Down tilt has been sped up
-Down Throw's angle was slightly changed
-Up Smash's final hitbox was doubled in size
-Back Air no longer has a sourspot, neither does ZSS' back air so it's more accurate to that now
-Up Smash is now a solid kill move, least as strong as this version's Mewtwo's Up Smash
-Slightly increased air acceleration to be able to be a little more precise
-Forward Air now sends down and ends sooner so you can be actionable
-Weak Nair also sends up like its strong counterpart to allow for more combo starting potential, especially off of having more moves that send down
-Dash Attack has less endlag, for potentially increased utility
-Dash Attack now sends at an upwards angle
-Samus keeps charge shot even if hit during up b
-Any potential extended grapple crashes should now be fixed
-Charge Shot can be aimed in any direction
Link:
Small note:i do like smash 64
-Link's up air hitboxes are bigger so it also hits opponents closer to the ground
-Link's grounded and air speed have both been increased
-The 3rd set of Link's up smash hitboxes are now stronger so they may kill
-The 3rd set of Link's up smash hitboxes are now bigger so they connect more reliably
-Most of Link's up smash has been sped up to try and make the move connect more reliably
-Link now has a 4 frame jumpsquat
-Link's aerial up b hits are now powerful so it breaks bombs more consistently when recovering
-The early hits of Link's aerial up b now send outwards and potentially kill similarly to smash 64 Link up B
-Down Throw is now weight independent
-Link's forward tilt now has faster startup and less endlag to make his ground game slightly better, why he needs that is beyond me
-Link's up b hitboxes are much bigger, making it more capable of edgeguarding opponents recovering low, or just hitting people in general
-Link's down smash now has set knockback and ends quicker
-Link's dash attack now has less endlag to hopefully make it better as a combo tool
-Link's grab and dash grab have slightly less endlag, but not by too much because otherwise it'd be too annoying
-Down Tilt now has slightly less endlag
-Up Air's landing lag has been cut in half
-Back Air now sends at a 70 degree angle and has slightly more base knockback
Young Link:
Small Note:Most of these are attempt at trying to focus more on young link's combo game
-Back throw is a kill throw
-Up Air sends Downwards
-Up Air is not out for as long as before so he can followup better after hitting it
-Young Link's ground speed has been buffed
-All hits of down air are fire meteors now
-Young Link's up throw is the same as marth's in angle and knockback
-Fire Arrow is now better as a combo starter being much stronger in knockback
-Fire Arrow has fixed knockback so it works forever
-The ending of young link's animation after throwing grounded or aerial fire arrow has been sped up
-Young Link's f-smash 1 has been sped up so it can combo into f-smash 2
-The last hits of Young link's up b send outward
-Young Link's dash attack is closer to Sheik's dash attack in knockback angle
-Young Link's back air angle is closer to Yoshi's back air
-Down Tilt is now a launcher to start his combo game better
-Down Tilt now has less ending lag
-Forward Air sends at a 65 degree angle to better be used for combos
-Forward Air knockback growth is slightly lower so it works better at later percents
-Up Smash has been buffed so it's capable of killing
Mario:
small note:i want him to still be better at what he does but without being too similar to doc who now occupies a similar role
-Mario's Forward Smash has been replaced by a drop kick
-Mario's taunt uses his up smash animation
-Mario's Aerial Down B has been increased in speed by 50%
-Mario's Aerial Down B's final hitbox spikes similar to how it could in smash 64
-Mario's Aerial Down B's final hitbox now deals more percent
-Mario's Aerial Down B's hitboxes have all been increased in size so they may connect better
-Mario's Aerial Side B is now a finisher, unlike Dr. Mario it sends forward rather than down
-Mario's Down Tilt has significantly less endlag
-Mario's Down Tilt now has fixed knockback
-Mario's Dash Attack's hitboxes have been doubled in size so they can hit below the ledge better
-Mario's Dash Attack has less endlag
-Mario's Up Smash has increased knockback growth so it kills more reliably
-Mario's Forward Air now spikes and makes a different sound effect on hit
-Mario's Strong Back Air has increased knockback growth so it's a better finisher at high %
-Mario's Weak Back Air's Hitboxes are now out for longer
-Mario's Neutral B is now an attack involving his former taunt animation instead of Fireball
-Mario's Aerial Up B's final hitboxes can now kill at a high enough percentage or correct stage positioning
-Mario's Forward Throw has increased knockback growth so it may kill at a high enough percentage
-Mario's Back Throw has increased knockback growth so it may kill a high enough percentage
-Mario's Down Air now deals more shield damage
-Mario's Down Air now sends at a downwards angle
-Mario's Down Air now has less endlag
-Mario's Forward Tilt is now a launcher with fixed knockback (applies to all angles)
-Mario's Forward Tilt now has less ending lag
-Mario's Down Smash is now Vanilla Mario's Downward angled Forward Smash
Ganondorf:
Small note:Lore accurate Ganondorf coming into the picture floating around in ocarina of time when you have to fight him, he can now go wherever he pleases on the screen.
-Grounded Down B...
-Jab is a launcher
-Up tilt spikes
-He has infinite jumps
-Fair is twice as fast
-He moves fast in the air
-Up B spikes
-air side b send at a spike angle
-Nair connects way better, hitboxes are bigger and move was sped up slightly
-Side B can now grab ledge
-Taunt spawns octarock
-His Up Smash and Forward Smash now use his sword
Mr. Game & Watch:
Small note:Doing anything with this character is up there as one of my worst modding experiences so far I hope to never have to check this stupid fucking character's files ever again oh my fucking god I don't care if this is not enough to keep up with the rest of the cast fuck you fuck you fuck you fuck you fuck you
-Fixed his aerials, technically
-Bigger Shield
-G&W f-tilt has higher knockback
-G&W upgraded to real life sized food
-G&W Up Air2 is now as strong as Fox up air
-G&W Dash attack is now a dashing chair
-G&W Down Smash spikes
-His ground speed has been increased
-Back Air now deals more damage
-Back Air now sends at a 361 degree angle and has higher knockback growth to make it a better edgeguarding tool
-Back Air combos into itself better now
-Up Smash now has a bigger hitbox
-Up B now sends forward, deals more damage, and has higher knockback growth to make it a potent killing move similar to its ultimate variation
-Nair is now 50% faster so it feels slightly better to use
-First hit of up air no longer has knockback growth so it (hopefully) connects into the 2nd hit of up air as long as you're positioned correctly
-Hammer has been reworked a bit, try it out and see what you get from each number, though it may or may not crash in the air depending on specific value, so make sure you don't land too soon if you try it most times
Mewtwo:
Small note:Mewtwo, while with a bit more of a lack in design focus, still has quite fun movement utilizing his up b and overall buffed movement stats with some new moves as well.
-Every Shadow Ball size is now equal in strength, though it charges up pretty instantly anyway.
-Aerial Up B has been changed, it gives you A LOT of momentum in whichever direction you pick
-Mewtwo is now as heavy as Vanilla Bowser
-Mewtwo's run is now as fast as Captain Falcon's
-Up Smash's knockback has been increased to be a more reliable kill move
-Mewtwo's fair is slightly bigger
-Mewtwo's down throw has been sped up
-Up Tilt has been completely reworked, though it should still be similar enough in utility
-Back Air has been completely reworked, now it's a backwards forward air of sorts that pulls you in
-Forward Air's hitbox has been increased in size a bit so it more effectively hits in front of them
-Dash Attack has been completely reworked, animation wise mostly
-Upward angled forward tilt has been completely reworked, it sends downwards on hit
-Forward Smash has had its animation changed and it now drags down
-Air speed slightly increased
-Up Air is slightly faster
-Up Air's hitboxes have been sped up as it previously was a little hard to hit despite its visuals indicating otherwise
-Down Throw now has less ending lag
Zelda:
Small note:it is funny how the bottom tiers always have the biggest change lists cuz that's just how bad they were, in any case her purpose has slightly changed from before.
-Jab is now a launcher and has been sped up
-Jab's hitbox duration was increased from one frame to two
-Bair pulls in
-Nair's hitboxes are bigger so it conneccts better
-Up Smash is stronger and has bigger hitboxes
-Up tilt is faster and sends at a more favorable angle for...followups ig
-Down throw sends at an altered angle
-Forward Tilt is slightly stronger
-Din's fire freezes you
-Zelda is now faster on the ground
-Zelda can fastfall better
-Up Air has been adjused to have less endlag
-Up Air has been adjusted to happen slightly faster
-Up Air's knockback has been changed to combo better
-Up Air's hitbox has been increased in size
-Zelda no longer has sourspots on forward air or back air, this is because they didn't really do anything other than be a pain
-Zelda's forward air and back air are slightly sped up
-Zelda's ground to air momentum mulitplier has been changed for slightly better feel considering her increased ground speed
-Zelda has less endlag on dash attack
-Zelda's up b now has no endlag
-Zelda's up b and its startup have both been sped up
-Zelda's neutral b is now effectively vanilla peach's down smash
-The final hits of Zelda's nair send more upwards to attempt to give it a little utility
-Zelda's nair has less endlag
-Zelda's down air is now much stronger
Roy:
Small note:I feel Roy was already designed pretty well but he just couldn't close out stocks despite having decent damage dealing capabilities
-Dash Attack has been fixed
-All of his aerials sweetspot automatically
-All of his aerials now have a fire effect
-Nair is now closer in properties to Marth's Nair
-Up Air's hitboxes are now out for longer
-Up Air now has more base knockback
-Down Air now spikes
-Down Air now has less endlag
-Back Air now kills
-Jab is now a launcher with fixed knockback
-Up Smash now has higher knockback growth
-Up B's hitboxes have been made bigger
-Up B's final hits now could kill
Pichu:
Small Note:funny rat
-Most up air hitboxes send at a spike angle now, except for the most upper one.
-Down B is now as strong as Pikachu's
-Down B's on hit sound effect has been changed
-Down B's thunder now travels faster
-The hitbox of Down B for when it hits pichu is now stronger
-If Thunder collides with Pichu, the hit it creates now breaks shield
-Every single hit of Pichu forward smash is now a strong hit
-Pichu's down smash hitboxes have been doubled in size, so it should hit opponents recovering to the ledge better.
-Pichu's strong back air now sends at a different angle, similar to doctor mario's strong bair
-Pichu's strong back air has increased knockback
-Pichu's down air now spikes
-Pichu's forward air now sends at a spike angle to deal with crouch cancel better
-Pichu's down tilt hitboxes have been tripled in size, emulating pichu kid's down tilt (basically)
-Pichu's daft is now has the properties of his smash ultimate forward tilt, but his other forward tilt variations have stayed the same
-Pichu no longer takes any self damage
-Pichu's air thunderjolt now has less endlag
-Pichu's forward throw now sends at a slightly more combo friendly angle
-Pichu's down throw now has less endlag
-Pichu's down throw angle and knonckback have been changed
-Pichu's jab has bigger hitboxes
-Pichu's up smash has been increased in size so it can at least reach yoshi's story side platforms
-Pichu's up tilt has been increased in size so it can at least reach yoshi's story side platforms
-Fully charged side B is now a lot more capable of breaking shields
-Dash Grab is now the same as standing grab
-To compensate for running up smash being sometimes hard to input, inputting Dash Attack now just gives you Up Smash
Ness:
Small note:didn't quite know what to go for here so he's definitely something
-His grounded stats have been significantly improved
-His aerial speed is significantly better
-PKT2 goes much further
-You are sooner actionable after hitting someone with PK Thunder
-Grounded Down B now potentially sets up for a platform techchase
-Air Down B now sends at a 0 degree angle
-Forward Throw is now a front facing version of back throw
-Down Throw sends at a slightly more upwards angle
-Down Throw has more base knockback
-Forward Smash has higher knockback growth
-Down Smash is now better suited for killing
-Up Smash is now better suited for killing
-Dash Attack now sends at a slightly more upwards angle
-Dash Attack's final hit now deals more damage
-Dash Attack now has less endlag
-Forward Air is now scuffed knee
-Yoyo can now be charged anywhere
Bowser:
small note:much.
-Bowser's Run Cycle has been changed
-Bowser's Jumpsquat has been cut in half
-Bowser's Run Speeed has been slightly increased
-Bowser's flame hitboxes have been increased in size
-Bowser's Flames never get smaller
-Bowser's Side B's Grabboxes have been increased in size significantly
-Bowser's Side B's non Grabboxes have been removed
-Bowser's Up Air has less startup
-Bowser only does one swipe instead of two during Down Tilt (but it is the stronger one)
-Bowser's Down Tilt hitboxes have been slightly increased in zie
-Bowser's Nair's landing lag has been reduced by a quarter
-Bowser's Nair now sends at a 75 degree angle instead of 361.
-Bowser's Fair's landing lag has been reduced by a quarter
-Bowser's Fair's hitboxes have been increased in size
-Bowser's Fair now has less ending lag
-Bowser's Up Air's landing lag hes been reduced by a quarter
-Bowser's Down Air's landing lag has been reduced by a quarter
-Bowser's Down Air now sends at a spike angle
-Bowser's Down Air now deals slightly more base knockback
-Bowser's Down Air's landing hit also has a spike angle now
-Bowser's Down Air now has less ending lag
-Bowser's Back Air's landing lag has been reduced
-Bowser's Back Air is now more similiar to its smash ultimate incarnation
-Bowser's Dash Attack has been changed to work more like King Dedede's Dash Attack
-Bower's Down B breaks shield now
-Bowser's Down B now spikes
-Bowser's throws are now all weight independent, allow him to down throw characters it might've messed up on before
-Bowser's Flame Cancel is back
-Bowser can now mash during his up b for more height
-Bowser's Up Tilt now has less ending lag
Kirby:
Small note:Featuring one of the bigger change lists and trying to mix and match brawl meta knight and smash 64 kirby with a sprinkle of ultimate, he is one of the potentially slower paced characters having decent spacing tools, course neutral b could make games end really quickly though.
-his walk and dash speed have been increased
Kirby's up b1 has been sped up to go into the hitbox portion faster
-Kirby's grounded up b is now stronger, matching brawl meta knight's up b more
-Kirby's up air has been sped up to more resemble brawl meta knight's up air
-Kirby's down tilt has less endlag and bigger hitboxes to more resemble brawl meta knight's down tilt
-Kirby's forward air has been sped up and the hitboxes have been increased in size to better resemble brawl meta knight's fair
-Kirby's up tilt now deals the same knockback and angle as falco's up tilt so it combos better
-Kirby's up tilt has less endlag to better combo
-Kirby's up tilt now has bigger hitboxes
-Kirby's down smash has been sped up to more resemble brawl meta knight's down smash
-Kirby's down smash now has bigger hitboxes
-Kirby's forward smash has no endlag to more resemble brawl meta knight's forward smash
-Kirby's down air now spikes to more resemble smash 64 kirby's down air
-Kirby's up throw is now as strong as Mewtwo's to more resemble smash 64 kirby's up throw
-His up air has been doubled in size, to more accurately represent brawl meta knight's up air in more than just speed, additionally the hitbox now lasts twice as long
-Dash Attack has been buffed so it's a kill move at late percents
-The hitboxes of forward tilt have been doubled in size
-Nair's hitbox has been doubled in size as previously Kirby had to be too close to the ground for it to even hit
-Nair has been sped up so it's more reliable as an out of shield option by having it come out faster
-Nair's base knockback and damage has been increased to make it better on hit
-Up Tilt now deals more shield damage, similar to its smash 64 version
-All hits of grounded kirby's side b are the same strength
-All Kirby jumps go as high as the first jump
-Kirby's walk speed increase when the opponent is inhaled
-If Kirby decides to spit out the opponent, they are stuck in the star for longer for Kirby to set up a good situation for himself, he additionally spits them out further than he did in vanilla
-Hammer has been slightly changed so it's stronger and its final hits knock down
-Aerial Side B is now closer to grounded side B
-He can now drift during aerial side b
-Taunt now gives you a random ability
-His throws are no longer escapable