Introduction
Originating as a direct balance patch and later evolving into a larger project, The WuBor Patch is a modification for Super Smash Bros. Ultimate that aims to change the game in fun and interesting ways. While keeping Smash Ultimate at its core, The WuBor Patch is a unique experience with original system mechanics and overhauled characters.
This changelog is built off of the main
branch of The WuBor Patch - this means that it will be up-to-date with any officially released version of the WuBor Patch.
This changelog is also HEAVILY UNDER CONSTRUCTION. Everything is subject to change while formatting and changelog content is being figured out.
Engine Changes
Input Buffer
Reduced Tap Buffer from 9 frames to 6 frames.
Crouch
It is now possible to crouch during the following states:
- Dash
- Run
- Run Brake/Skid
Jump Squat
All jump squats have been increased from 3 to 4 frames (except for Kazuya, who is unchanged). Up Smash is no longer prioritized when attempting to perform a buffered Up Air.
Jumping
Jumping no longer has accelerated rising momentum, matching the momentum from previous games.
Falling
Actions that put you into the normal falling animation will instead use the unique double jump fall animation if you are out of jumps.
Fast Falling
Fast Falling is no longer canceled by performing an Aerial or Special.
Shield
Shield Mechanics
- Shield Pushback was also increased by roughly 1.3x.
- Shield Pushback while Parrying was reduced to 0.
- Shield Release frames were reduced from 11 frames to 5.
- It is impossible to shield for 11 frames after the start of Shield Release (6 frames after you're actionable from Shield Release).
- The natural Shield HP decrease was increased from 0.15 HP/frame to 0.18 HP/frame.
- Shields can no longer be tilted.
- Shield Lock (Siheld + Special or Shield + Shield) has been removed.
- Shield shrinks while losing HP, however a more transparent shield will always be there to show how much space your shield covers.
- Instead of the above, Yoshi's Shield still fades to black, but it stops before turning black completely.
- It is no longer possible to Shield Break yourself by holding Shield. Your shield can only break if the opponent breaks it.
Actions Into Shield
- It is now possible to Shield during Dash and Back Dash (Ryu/Ken/Terry/Kazuya).
Actions Out of Shield
Out-of-Shield options have been significantly changed.
- It is now possible to perform a Platform Drop like in previous games.
- It is also possible to perform a Platform Drop while in Shield Lock.
- You can no longer directly perform actions out of shield. Performing any action while holding Shield will instead force a Shield Drop first, and then buffer the action.
- Spotdodges, Rolls, and Platform Dropping can still be directly performed.
- In addition, Grab, Dash Grab, and Turn Grab can still be performed directly while putting up Shield. Performing Grab otherwise will force a Shield Drop first.
- Using the C-Stick will drop shield and perform whatever the C-Stick is bound to.
- Performing angled Tilts or Smash Attacks will require moving the left stick up or down after inputting the C-Stick horizontally.
Parries
- Parrying has been moved to Shield Startup instead of Shield Release.
- The Parry window was reduced from 5 to 3 frames.
- The Parry window is increased to 6 frames if Shield is held during a Parry.
- Parries can only be buffered if the Shield button was pressed for less than 5 frames, otherwise you will shield normally.
- This does not apply if Shield is held during a parry.
Grab
- The Grab Lockout Timer no longer exists.
- Grab-techs are now active throughout the entire startup of grab, not just while the grab box is currently active.
- All non-standard Grabs can no longer be grab-teched.
- It is now possible to buffer Dash and Pivot Grabs.
Spot Dodge
- Removed Spot Dodge Canceling.
- All Spot Dodges have a base FAF of 27.
- All Spot Dodges have intangibility from frames 3 to 18.
- All Spot Dodges stale at the same rate.
- On the last frame of invulnerability, Spot Dodge can be canceled into a fully-staled roll with frame 1 intangibility.
Directional Air Dodge
See Air Dash
Ledge Slipoffs
It is now possible to slip off of ledges during the following states:
- Dash
- Back Dash (Ryu/Ken/Terry/Kazuya)
- Normal/Light/Air Dodge Landing
- Special Fall/Freefall Landing
- Taunt
Hitstop
- Electric-property moves only deal extra hitstop to the opponent.
Knockback
- The spinning knockback animation no longer is randomly applied, instead being applied at a consistent
character weight + 33
damage threshold, meant to signify average kill percent. - Balloon Knockback has been reworked.
- Balloon Knockback now applies based on Launch Speed instead of total Hitstun frames.
- Maximum Balloon Knockback magitude has been reduced (6 > 4), making it have less of, but still a noticable effect.
- Hitstun Canceling was removed.
- Removes the raised lower blast zone when getting spiked.
Directional Influence
- Directional Influence has been increased (9.74 degrees / 0.17 radians > 12.0321 degrees / 0.21 radians).
- Launch Speed Influence has been removed.
- The DI Guide Line has been removed.
Teching
- The tap tech window has been increased from 12 to 20.
- The tap window now applies to all states where it is possible tech.
- Untechables no longer exist except for on moves where it is purposefully impossible to tech.
Ledges
Ledges have been reworked.
- The 2 frames it takes to reach a ledge have been removed.
- This also removes 2-Framing.
- The entire cast has had their ledge grab boxes adjusted to remove the phenomenon known as "Magnet Hands".
- Certain characters have had new ledge grab boxes added to certain moves.
Tethers
- All tethers have had their reel-in speed cut in half.
- All tethers now grab the ledge the frame before their respective hitbox activates, if they don't already. This applies to:
- Samus (Grapple Beam)
- Young Link (Hookshot)
- Lucas (Rope Snake)
- Toon Link (Hookshot)
- Joker (Grappling Hook)
- Byleth (Sword of the Creator)
- Min Min (ARM Hook)
- Tether's attack framedata and ledge grab boxes as a whole have been untouched for now.
Ledge Intangibility
- Dropping from ledge no longer clears your intangibility.
- Intangibility gets cleared if you are no longer in the falling or jumping states.
In addition, the Ledge Intangibility formula has been changed:
Vanilla | WuBor | |
---|---|---|
Ledge Grab Invuln (Inactionable) | 19 | 19 (Unchanged) |
Invuln from Airtime | Up to 60 Frames | Up to 30 Frames |
Invuln from Damage Taken | Up to 44 Frames | Up to 30 Frames |
Min. Potential Intangibility | 4 Frames | 11 Frames |
Max. Potential Intangibility | 123 Frames | 79 Frames |
This means an immediate ledge grab, from something like a ledge trump for example, at 0% will give you 30 invulnerable frames to work with. At maximum, from being off stage for 5 seconds and being at 0%, you will have 60 invulnerable frames to work with. While this seems like a lot, this scenario is very unlikely.
On the other hand, being at around 120% and immediately grabbing the ledge will give the minimum 11 frames of invulnerability, which should be enough to go for an immediate edge guard, but not much else.
Stale-Move Negation
Staling has been overhauled. The queue has been effectively shortened from 9 to 7, Freshness Bonus was removed, and many values have been reworked.
The values shown in the following table are multipliers to the move's base damage that get added during damage calculation.
If a move is in multiple places in the Stale Move list, all slots are added together.
Stale Move Slot | Vanilla | WuBor |
---|---|---|
0 (Freshness Bonus) | + 0.05x | + 0.0x |
1 | - 0.09x | - 0.125x |
2 | - 0.08545x | - 0.1x |
3 | - 0.07635x | - 0.075x |
4 | - 0.0679x | - 0.05x |
5 | - 0.05945x | - 0.05x |
6 | - 0.05053x | - 0.05x |
7 | - 0.04255x | - 0.05x |
8 | - 0.03345x | - 0.0x |
9 | - 0.025x | - 0.0x |
1v1 Damage Multiplier
Removed.
Rage
Removed.
Attack Canceling
Removed.
Sliding Normals
All grounded normals (Jab, Tilts, Smash Attacks) will carry your momentum from your previous action.
- The exception is Forward Smash, which will not carry momentum if performed during the initial frames of Dash.
Jab
Only Neutral Attack inputs will be valid when performing Jab combos. Pressing Tilts, Smash attacks, etc. will not count as a Jab input.
Aerials
- Pressing Jump and Attack at the same time no longer forces a short hop aerial.
- Short Hop Aerials no longer deal less damage than usual.
- Aerial Landing Lag is increased by 4 frames if you generated a hitbox and did not connect with anything. This does not apply to moves that only generate projectiles. For example:
- Mario presses Neutral Air.
- If Mario lands before a hitbox is generated, he takes 8 frames of landing lag.
- If Mario generates a hitbox, does not hit anything, and lands, he takes 12 frames of landing lag.
- If Mario hits a fighter or a Shield before landing, he takes 8 frames of landing lag.
- Mega Man presses Up Air.
- Because Mega Man does not generate a hitbox that's directly connected to him, he will always take 20 frames of landing lag.
- Mario presses Neutral Air.
Respawning
Instead of already being in your idle animation, characters now start laying down, only to get up before the platform stops moving. (Did you know this was a thing in Smash 64?)
In addition, it is now possible to Taunt while on the respawn platform.
- Due to… surprising complexity, Sora’s Up Taunt will not produce any effects.
New Mechanics
Air Dash
Directional Air Dodging is now Air Dashing. They have no intangibility, are cancellable into attacks on frame 15, and are fully actionable on frame 30. Vertical Air Dash distance is significantly less than horizontal Air Dash distance. Landing with an Air Dash has 7 frames of Landing Lag.
Air Dashes are grouped into “tiers”, with each tier affecting Air Dash distance. A character's Air Dash Tier is listed alongside their changelist.
Bad | Average | Good | Great |
---|
Hyper Hop and Super Jump
Flicking the stick down and jumping from the ground will perform a special jump, which changes depending on if you Short Hop or Full Hop.
- Short Hop turns into Hyper Hop, which grants significantly more horizontal speed and movement.
- Full Hop turns into Super Jump, which increases your jump height at the cost of horizontal movement. Both Hyper Hops and Super Jumps cut your horizontal control in half.
Dash Cancels
Certain attacks in the game can be canceled directly into Dash. When canceling into Dash:
- Your Dash-to-Run frame is moved back by a few frames (the exact number varies by character's individual Dash-to-Run frame).
- Your character is completely inactionable until the Dash-to-Run frame.
Stage Changes
Small Battlefield
In 1v1 matches, players spawn on the main stage instead of on the platforms.
WarioWare, Inc.
Spawns and Blast Zones adjusted to be symmetrical.
Castle Siege
The right-side platform was removed. Transformations were removed.
Wily Castle
Top Blast Zone reduced by 20 units. Yellow Devil was removed.
Yggdrasil's Altar
Only the tri-plat layout will appear and it appears shortly after the match starts, before the main platform takes off. In addition, the tri-plat layout is now inverted, with the side platforms higher than the center platform. Additional fly-in platforms were removed.
Intended Stage Lists
The current intended stage lists is as follows:
Singles
Starters | Counterpicks |
---|---|
Small Battlefield | Battlefield |
Final Destination | Castle Siege |
Hollow Bastion | |
Northern Cave | |
WarioWare, Inc. |
Doubles
Starters | Counterpicks |
---|---|
Kalos Pokémon League | Yggdrasil's Altar |
Battlefield | |
Wily Castle | |
Town & City | |
Pokémon Stadium 2 |
Character Changes
Legend
Color | Meaning |
---|---|
Buff | |
Nerf | |
Rework/Overhaul | |
A Funny |
Echo Fighters are located next to their base fighter in the list.
Mario
It’s still criminal that they haven’t updated Mario since Brawl. It’s time for us to do it. Mario now can use several of his iconic acrobatics to traverse the battlefield as an expert platformer.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Moveset
Smash Attacks
Forward Smash
Aerials
Forward Air
Startup | Damage | Angle | Base Knockback | Knockback Growth | |
---|---|---|---|---|---|
Uncharged | 14 | 12 | 361 | 30 | 80 |
Charged | 30 | 12 | 290 | 30 | 80 |
Up Air
Startup | Angle | FAF | |
---|---|---|---|
Vanilla | 4 | 75 | 31 |
WuBor |
Down Air
Early Hitbox:
Hitbox Duration | Damage | Rehit Rate |
---|---|---|
6 - 31 | 4 | 15 Frames |
If the opponent is standing on the ground, it will keep them in place.
If the opponent is in the air, it will push them slightly outwards.
Ending Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
32 - 52 | 4 | 40 | 60 | 90 |
The opponent is launched in the direction Mario was facing when starting the attack.
FAF: 60
Specials
Side Special - Galaxy Spin
Strong Startup Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
10 - 12 | 10 | 361 | 65 | 65 |
Weak Lingering Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
10 - 27 | 5 | 361 | 65 | 50 |
Still reflects projectiles, but with a smaller window (9 - 20 > 10 - 14).
Ledge Grab frame: 28.
FAF: 35
Up Special - Super Jump Punch
Startup | Intangibility | |
---|---|---|
Vanilla | 3 | 3 - 7 |
WuBor |
Down Special (Ground) - Long Jump
The distance traveled by a Long Jump depends on the direction the stick is held during Long Jump's startup.
Mario can cancel Long Jump into other actions shortly after leaving the ground.
Down Special (Air) - Ground Pound
Mario stalls in the air before dropping down.
Can only grab ledges in front of Mario.
Can be canceled after Mario starts falling by tilting the stick upwards only if the hitbox hasn't connected with anything.
Falling Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
19 - Landing | 16 | 30 | 50 | 50 |
Landing Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
Landing Frame Only | 6 | 30 | 60 | 50 |
FAF: Landing + 30
Grabs/Throws
Down Throw
Knockback Growth | |
---|---|
Vanilla | 90 |
WuBor |
Donkey Kong
We were buffing the first member of the DK crew anyway, so we decided to finally give him the good old DK Barrel. And it’s… pretty powerful. Heck, even giving DK a nerfed form of the barrel item was a massive buff. But we nerfed his weight and didn’t compensate, and his recovery and disadvantage are still garbage, so… Just learn the counterplay.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Good |
Weight | 127 |
Moveset
Normals
Jab 2
FAF | |
---|---|
Vanilla | 32 |
WuBor |
Dash Attack
Donkey Kong falls at half the usual rate until Dash Attack finishes.
Forward Tilt
Damage (Side/Hi/Lw) | FAF | |
---|---|---|
Vanilla | 8/9/9 | 34 |
WuBor |
Up Tilt
Damage (Shoulder/Elbow/Hand) | FAF | |
---|---|---|
Vanilla | 8/9/10 | 39 |
WuBor |
Down Tilt
Angle | Base Knockback | Knockback Growth | |
---|---|---|---|
Vanilla | 361 | 10 | 120 |
WuBor |
Aerials
Neutral Air
FAF | |
---|---|
Vanilla | 39 |
WuBor |
Forward Air
Landing Lag | |
---|---|
Vanilla | 17 |
WuBor |
Back Air
Damage (Early/Late) | |
---|---|
Vanilla | 13/11 |
WuBor |
Specials
Side Special - Barrel Pull
Barrel Pull Frame | |
---|---|
Ground | 20 |
Air | 31 |
Link
The Master Sword deserves to be a safer weapon than Link’s legs. Just saying.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Air Speed | 0.924 | |
Gravity | 0.096 |
Moveset
Normals
Jab 3
FAF | |
---|---|
Vanilla | 35 |
WuBor |
Dash Attack
Damage | Angle | KBG | BKB | |
---|---|---|---|---|
Vanilla | 14/13/12 | 45/50/55 | 85/77 | 85/70 |
WuBor |
Forward Tilt
FAF | |
---|---|
Vanilla | 40 |
WuBor |
Up Tilt
Hitbox Duration | |
---|---|
Vanilla | 8 - 12 |
WuBor |
Down Tilt
Hitbox Placement | |
---|---|
Vanilla | Y=1.3, Z=17.5 |
WuBor |
Up Smash
Startup | Damage (Final Hit) | |
---|---|---|
Vanilla | 10 | 11/10/9 |
WuBor |
Aerials
Neutral Air
Landing Lag | |
---|---|
Vanilla | 6 |
WuBor |
Forward Air
Startup | |
---|---|
Vanilla | 16 |
WuBor |
Back Air
Landing Lag | |
---|---|
Vanilla | 6 |
WuBor |
Samus
More changes are coming soon. For now, “all I got was this lousy Up Tilt”.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
Run Speed | 1.654 | |
Fall Speed | 1.33 | |
Fast Fall Speed | 2.128 |
Moveset
Normals
Up Tilt
First Two Hitboxes:
Hitbox Duration | Damage |
---|---|
10 - 12 16 - 18 | 2 |
These two hitboxes keep the opponent in place to set up for the final hitbox.
Final Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
22 - 24 | 8 | 55 | 50 | 92 |
Specials
Up Special - Screw Attack
Startup | Intangibility | |
---|---|---|
Vanilla | 4 | 3 - 7 |
WuBor |
Dark Samus
Dark Samus has acquired enough entirely new tools to be treated as a brand new character, like Isabelle when compared to Villager. With unique air movement traits, lack of a tether aerial, modified knockback angles, and altered projectile properties, this Dark Samus has a completely fresh playstyle, based around preemptive projectile placement. (Or just call it Setplay Samus.)
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
Weight | 108 | |
Walk Speed | 1.115 | |
Dash Speed | 1.87 | |
Run Speed | 1.654 | |
Air Speed | 1.103 | |
Gravity | 0.075 | |
Fall Speed | 1.33 | |
Fast Fall Speed | 2.128 | |
Aerial Tether | True |
Moveset
Normals
Jab 1
Startup | Jab 2 Transition Frame | |
---|---|---|
Vanilla | 3 | 14 |
WuBor |
Jab 2
Startup | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
5 | 6 | 0 | 50 | 75 |
FAF: 35
Dash Attack
Multihits:
Hitbox Duration | Damage | Angle |
---|---|---|
8 - 9 11 - 12 14 - 15 17 - 18 | 1.8 | 367 |
Final Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
20 - 21 | 5 | 72 | 120 | 40 |
FAF: 50
Forward Tilt
Angle | |
---|---|
Vanilla | 361 |
WuBor |
Up Tilt
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
10 - 12 | 8 | 78 | 50 | 110 |
FAF: 35
Down Tilt
Angle | Knockback Growth | Can Reverse Hit | |
---|---|---|---|
Vanilla | 75 | 65 | True |
WuBor |
Smash Attacks
Up Smash
Final Hit Only:
Angle | Knockback Growth | Hitbox Size | |
---|---|---|---|
Vanilla | 80 | 162 | 4.5/6.5 |
WuBor |
Down Smash
Angle | Knockback Growth | |
---|---|---|
Vanilla | 30 | 70 |
WuBor |
Aerials
Neutral Air
Multihits:
The Multihit hitbox barely surrounds Dark Samus.
Hitbox Duration | Damage | Angle |
---|---|---|
8 - 9 15 - 16 23 - 24 31 - 32 | 1 | 367 |
Launching Hitbox:
Has the same placement as the multihit hitbox, except slightly larger.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
38 - 39 | 4 | 361 | 40 | 135 |
FAF: 54
Autocancel Window: 56+
Forward Air
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
10 - 14 | 12 | 53 | 40 | 100 |
FAF: 49
Autocancel Window: 42+
Back Air
(Early Weak/Early Strong/Late), if applicable
Damage | Base Knockback | Knockback Growth | |
---|---|---|---|
Vanilla | 12/14/9 | 30/42/20 | 98/98/90 |
WuBor |
Up Air
(Early/Late), if applicable.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
10 - 13 | 8 | 66 | 20 | 96 |
14 - 15 | 8 | 30 | 12 | 80 |
FAF: 36
Autocancel Window: 27+
Down Air
Spike Hitboxes Only:
Damage | |
---|---|
Vanilla | 14 |
WuBor |
Specials
Neutral Special - Phazon Orb
Charging a Phazon Orb only changes how fast it initially travels.
Upon charging a Phazon Orb, if one exists already it will be removed.
The charge of a Phazon Orb cannot be stored. Dark Samus will fire automatically upon reaching maximum charge.
Charging Startup | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
F25 | 9 | 85 | 45 | 25 |
Minimum FAF: 43
Side Special - Homing Missile
Homing Missile now homes in more accurately.
Firing Frame | Damage | Angle | Base Knockback | Knockback Growth | Hitbox Size | FAF (Ground/Air) | |
---|---|---|---|---|---|---|---|
Vanilla | 18 | 8 | 0 | 26 | 25 | 2.4u | 55/60 |
WuBor | 8 | 25 |
Side Special - Super Missile
Firing Frame | Missile Take-Off Frame | FAF (Ground/Air) | |
---|---|---|---|
Vanilla | 21 | 50 | 58/61 |
WuBor |
Up Special - Screw Attack
Startup | Intangibility | |
---|---|---|
Vanilla | 4 | 3 - 7 |
WuBor |
Down Special - Morph Ball Drop (The Dark Slamus?)
Upon hitting an opponent or a shield, Dark Samus will bounce and uncurl, allowing it to immediately follow-up.
Opponents launched by Morph Ball Drop are sent in the direction Dark Samus was initially facing.
If Dark Samus lands while the hitbox is active, it will take 24 frames of landing lag.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth | FAF |
---|---|---|---|---|---|
33 - 56 | 8 | 45 | 70 | 30 | 60 |
Yoshi
“...what, did you think I wasn’t gonna fix Egg Roll?” -Bor
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Moveset
Normals
Up Tilt
Hitbox Duration | |
---|---|
Vanilla | 8 - 16 |
WuBor |
Down Tilt
(Inner/Middle/Outer), if applicable.
Damage | Angle | Damage Sound Strength | |
---|---|---|---|
Vanilla | 5/4.5/4 | 28/28/361 | Medium/Medium/Small |
WuBor |
... yes, the damage sound is an important patch note.
Smash Attacks
Down Smash
Specials
Neutral Special - Egg Lay
Side Special - Egg Roll
Base Knockback | Max Roll Time | Min Roll Time | FAF | |
---|---|---|---|---|
Vanilla | 70 | 180 | 25 | 40 |
WuBor |
Kirby
These may not seem so, but they’re major changes. Kirby had received round after round of buffs in the original game that never did anything significant. These buffs aim right at where Kirby is lacking, and also add a little bonus from the main series Kirby games. (Plus, a good airdash. Because why not?)
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Good |
Air Speed | 0.84 |
Moveset
Normals
Dash Attack
Kirby can fly off of ledges using this attack. He won't start falling until the attack ends.
Multihits:
Hitbox Duration | Damage | Rehit Rate |
---|---|---|
14 - 31 | 1 | 4 Frames |
Launching Hitbox:
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
32 - 33 | 8 | 46 | 71 | 74 |
Down Tilt
On hit, he bounces off with low FAF. On shield, he instead continues to slide.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
7 - 14 | 8 | 60 | 80 | 20 |
15 - 21 | 6 | 60 | 80 | 20 |
FAF (No Bounce): 40 FAF (After Bounce): 10
Aerials
Up Air
Startup | FAF | |
---|---|---|
Vanilla | 8 | 38 |
WuBor |
Specials
Side Special - Hammer Flip
(Ground/Air), if applicable.
Startup | Base Damage | |
---|---|---|
Vanilla | 26/28 | 19/16 |
WuBor |
Up Special - Final Cutter
Startup | |
---|---|
Vanilla | 23 |
WuBor |
Down Special - Stone
Cancel FAF | |
---|---|
Vanilla | 32 |
WuBor |
Misc
Side Taunt
Fox
These small tweaks should make Fox more comfortable to play, while not affecting his strength in combat too much.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Walk Speed | 1.523 | |
Dash Speed | 2.09 | |
Run Speed | 2.402 | |
Gravity | 0.23 |
Moveset
Normals
Forward Tilt
(Neutral/Hi/Low Angle), if applicable.
Damage | Additional Hitstun | |
---|---|---|
Vanilla | 6/7/7 | 0 |
WuBor | 1 |
Aerials
Back Air
Landing Lag | |
---|---|
Vanilla | 9 |
WuBor |
Pikachu
This rat. This. Freaking. Rat. The bane of many players' existences, even if Pikachu isn't frontrunning the meta. Everyone loves to hate him, but we like him enough, so here's an anime-faithful rework of every single Special as well as making him a heccin' chonker.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Model Scale | 0.96 | |
Weight | 79 |
Moveset
Normals
Jab
While it looks the same, the move has been overhauled:
Startup | FAF & Jab Repeat Frame | Damage | Base Knockback | Knockback Growth | Additional Hitstun |
---|---|---|---|---|---|
Dash Attack
FAF | |
---|---|
Vanilla | 36 |
WuBor |
Up Tilt
(Innter/Middle/Outer), if applicable.
Angle | Base Knockback | |
---|---|---|
Vanilla | 105 | 40/45/45 |
WuBor |
Smash Attacks
Forward Smash
Looks the same, but has been reworked.
Hitbox Duration | Damage | Base Knockback | Knockback Growth |
---|---|---|---|
Aerials
Neutral Air
Startup | Landing Lag | |
---|---|---|
Vanilla | 4 | 9 |
WuBor |
Back Air
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
8 - 10 | 12 | 45 | 49 | 84 |
11 - 18 | 8 | 361 | 49 | 60 |
FAF: 36 Landing Lag: 13
Up Air
Damage (Innter/Middle/Outer) | Angle (Early/Late) | Base Knockback (Early/Late) | Knockback Growth (Early/Late) | |
---|---|---|---|---|
Vanilla | 6/6/5 | 68/55 | 50/40 | 113/80 |
WuBor |
Down Air
Landing Lag | |
---|---|
Vanilla | 22 |
WuBor |
Specials
Neutral Special - Electro Ball
The Tail Swipe itself has a hitbox that weakly pushes the opponent away.
Tail Hitbox
Hitbox Duration | Damage | Angle | Fixed Knockback | Knockback Growth |
---|---|---|---|---|
22 | 5 | 38 | 70 | 100 |
FAF: 50
Electro Ball
Electro Ball does not have a hitbox until frame 6.
On hit, Electro Ball lightly stuns the opponent in place.
Electro Ball also gains power the faster it travels.
Damage (Min/Max) | Angle | Base Knockback | Knockback Growth |
---|---|---|---|
3 - 10 | 60 | 35 | 30 |
Side Special - Quick Attack
The first Quick Attack can only be angled 20 degrees up and down, but can go in any direction afterwards.
Startup | Quick Attack 2 BKB/KBG | |
---|---|---|
Vanilla | 16 | 20/150 |
WuBor |
Up Special - Thunder
Pikachu has two body hitboxes that attempt to send the opponent below Pikachu to set up into the thunderbolts.
Body Hitbox
Hitbox Duration | Damage |
---|---|
11 - 18 | 2 |
31 - 35 | 4 |
Thunderbolts
The thunderbolts will begin to spawn on frame 34.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
1+ | 8 | 42 | 85 | 17 |
Transitions into normal Fall after use.
FAF: 54
Can grab ledge before frame 18 and after frame 54.
Down Special - Iron Tail
(Ground/Air Hitbox), if applicable.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
20 - 22 | 15 | 277/290 | 75/40 | 30/45 |
FAF: 42
Luigi
Ness
Ness is unchanged. His air dash tier is
Captain Falcon
Captain Falcon is almost unchanged. His air dash tier is
Moveset
Aerials
Neutral Air
Landing Lag | |
---|---|
Vanilla | 7 |
WuBor |
Misc Changes
Adjusted his Dash Back animation.
Jigglypuff
The smallest Quality of Life buffs for our pink balloon friend here.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Weight | 68 |
Moveset
Specials
Neutral Special - Rollout
Misc
Down Taunt
Peach
This character used to be gutted by one change, can you guess what that was?
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Moveset
Aerials
Neutral Air
Landing Lag | |
---|---|
Vanilla | 7 |
WuBor |
Misc
Item Toss
Like with Turnips, Peach can now use Down Special to throw any held item.
Daisy
Bowser
A small work in progress. Bowser will be cleaned up another time.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Weight | 135 |
Moveset
Normals
Dash Attack
(Early/Late Hitbox), if applicable
Hitbox Duration | Angle | Base Knockback | Knockback Growth | FAF | |
---|---|---|---|---|---|
Vanilla | 11 - 14 / 15 - 20 | 80 | 110/80 | 35/30 | 56 |
WuBor |
Specials
Side Special - Flying Slam
Changed to be much slower. That's it for now.
Ice Climbers
The Ice Climbers are unchanged. Their air dash tier is
Sheik
Zelda
Dr. Mario
Pichu
While making Pikachu a heccin’ chonker, we also decided that smol bean was a little too smol. Pichu is mostly unchanged, with two small exceptions.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | |
Weight | 62 |
Falco
Marth
Lucina
See Yu Narukami
Young Link
Young Link is nearly unchanged. His air dash tier is
Ganondorf
Mewtwo
Mewtwo is unchanged. Mewtwo's air dash tier is
Roy
Roy is unchanged. His air dash tier is
Chrom
Meta Knight
Pit
Dark Pit
Zero Suit Samus
Wario
Snake
Snake is currently unchanged. His air dash tier is
Ike
Pokémon Trainer
Pokémon Trainer has no significant changes, but is affected by some universal systems changes. See each individual Pokémon for details.
Squirtle
Ivysaur
Ivysaur is unchanged. Ivysaur's air dash tier is
Charizard
Diddy Kong
Lucas
Sonic
King Dedede
Olimar
Lucario
R.O.B.
Toon Link
Wolf
Villager
Mega Man
I like playing Mega Man (the game). I just don’t explicitly want to play Mega Man (the game)… in Smash. Plus Mega Man (the character) is a zoner with good boxing tools, like most of the zoners in Smash, actually. This will change how Mega Man functions in a way that places him closer to a normal Smash character by moving all of his Mega Buster actions to Neutral Special, as well as reworking a few of his tools.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
Moveset
Normals
Jabs - Mega Combination
Jab 1: Rock Corkscrew
(Inner/Outer), if applicable
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth | Jab Transtiion Frame |
---|---|---|---|---|---|
6 - 9 | 2 | 90/100 | 30 | 15 | 11 |
FAF: 28
Jab 2: Mega Stamp
(Inner/Outer), if applicable
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth | Jab Transtiion Frame |
---|---|---|---|---|---|
7 - 9 | 3 | 80/100 | 30 | 15 | 11 |
FAF: 36
Jab 3: Rolling Handspring
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
10 - 12 | 5 | 74 | 70 | 70 |
FAF: 35
Forward Tilt - Mega Haymaker
(Ground/Air), if applicable.
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth | Shieldstun Multiplier |
---|---|---|---|---|---|
17 | 14 | 295/55 | 55 | 70 | 1.25x |
FAF: 48
Smash Attacks
Forward Smash
Neutral Angle: Mega Kick
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
16 - 18 | 10 | 361 | 60 | 75 |
19 - 24 | 7 | 361 | 60 | 75 |
FAF: 54
Up Angle: Mega Punt
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
15 - 18 | 12 | 75 | 90 | 60 |
FAF: 54
Down Angle: Mega Bunt
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
16 - 18 | 9 | 361 | 40 | 75 |
19 - 24 | 6 | 361 | 40 | 75 |
FAF: 48
Aerials
Neutral Air - Light Driver
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
7 - 8 | 7 | 62 | 30 | 80 |
9 - 14 | 4.5 | 62 | 30 | 80 |
FAF: 41 Landing Lag: 7
Forward Air - Flame Sword
Startup | FAF | |
---|---|---|
Vanilla | 9 | 41 |
WuBor |
Back Air - Slash Claw
Startup | FAF | |
---|---|---|
Vanilla | 4 | 45 |
WuBor |
Up Air - Air Shooter
Total Lifetime: 51 > 40
Starting Speed: 0.1 > 0.2
Max Speed (Start): 0.2
Max Speed (Frame 20+): 1.5
Acceleration: 0.07 > 0.1
Hitbox Duration | Damage | Angle | Base Knockback | Knockback Growth | Rehit Rate | Blockstun Multiplier |
---|---|---|---|---|---|---|
1 - 29 | 0.75 | 367 | N/A | N/A | 3 | 0.5x |
30+ | 4 | 92 | 90 | 50 | 0 | 0.5x |
Specials
Neutral Special - Mega Buster
- Mega Buster can be B-Reversed and Wavebounced in the air.
- Mega Buster will now be chargeable by holding Special during any action. If Mega Man takes knockback while charging, he will lose the charge and have to start over.
- Mega Buster only has three states: Pellets, partially charged Charge Shot, and fully charged Charge Shot.
- Partially charged Charge Shot requires 32 frames of charging from when you start holding Special, and is indicated by effects around Mega Man’s hand and the classic charging sound effect.
- Fully charging a Charge Shot takes 160 frames from when you start holding Special and produces a bigger flash around Mega Man.
- Mega Man can attack using any move except for a Special Move while charging.
- Releasing B fires the charge shot. If Mega Man can’t fire the charge shot within 6 frames (the length of tap buffer), he will lose the charge.
Charge Shot Type | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
Partially Charged | 9 | 361 | 50 | 85 |
Fully Charged | 15 | 361 | 40 | 90 |
Side Special - Metal Blade
Up Special - Rush Coil
Jump Startup | Rush Active Frames | Rush Gravity | Rush Max Fall Speed | |
---|---|---|---|---|
Vanilla | 5 | 120 | 0.05 | 0.7 |
WuBor |
Down Special - Leaf Shield
- Leaf Shield is no longer thrown automatically - press Special to throw it. If the hold timer runs out before throwing, Leaf Shield automatically disappears.
- Leaf Shield can be held for longer before disappearing (40 > 120 frames).
- The individual leaves disappear when the corresponding hitbox hits.
- The leaves rotate around Mega Man slightly slower than before.
- Mega Man can now Air Dash while Leaf Shield is active. Attempting to perform an Air Dodge will force an Air Dash instead.
Wii Fit Trainer
Rosalina & Luma
Rosalina & Luma are unchanged. Rosalina has an
Little Mac
Greninja
Mii Brawler
Mii Brawler is nearly unchanged. Their air dash tier is
There is also currently a change to Thrust Uppercut nerfing the move to frame 5 startup from frame 3. This will be removed sometime soon.
Mii Swordfighter
Mii Gunner
We recommend not selecting this character. WuBoy has... plans...
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | |
Run Speed | 1.37 |
Palutena
PAC-MAN
Pac-Man is unchanged. His air dash tier is
Robin
Shulk
Bowser Jr.
Duck Hunt
Ryu
Ken
Cloud
He's pretty perfect, and it didn't take much to make him even more perfect. But, you know, if you can’t grab a flat man while he’s shielding, what’s the point?
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Run Speed | 2.167 |
Moveset
Normals
Up Tilt
Base Knockback | Knockback Growth | |
---|---|---|
Vanilla | 46 | 100 |
WuBor |
Aerials
Back Air
Damage | Landing Lag | |
---|---|---|
Vanilla | 13 | 6 |
WuBor |
Up Air
Hitbox Size (Early/Late) | |
---|---|
Vanilla | 4.0/3.0 |
WuBor |
FAF: 45 >
Grabs
Standing Grab
Specials
Neutral Special - Blade Beam (Non-Limit)
If this hitbox connects, Blade Beam does not spawn.
Hitbox Duration | Damage | Angle (Inner/Outer) | Base Knockback | Knockback Growth |
---|---|---|---|---|
24 - 25 | 8 | 75/81 | 90 | 20 |
Blade Beam Spawn Frame: 26
Blade Beam Speed (Ground and Air): 1.8
FAF: 48
Down Special - Limit Charge
Run Speed Multiplier | |
---|---|
Vanilla | 1.1x |
WuBor |
Misc
Up and Down Taunt
Side Taunt
Corrin
Bayonetta
Inkling
A combination of small nerfs from back when Inkling was perceived as a top meta threat, and a suite of buffs to help Inkling get back to their former self and actually incentivize trying them in the WuBor Patch.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Weight | 94 | |
Dash Speed | 2.118 |
Moveset
Aerials
Neutral Air
FAF | Landing Lag | |
---|---|---|
Vanilla | 33 | 5 |
WuBor |
Forward Air
Back Air
Landing Lag | |
---|---|
Vanilla | 6 |
WuBor |
Up Air
Landing Lag | |
---|---|
Vanilla | 6 |
WuBor |
Down Air
Sourspot Hitbox:
BKB | |
---|---|
Vanilla | 60 |
WuBor |
Ridley
What started as a small request from a friend turned into a nice little suite of buffs... and then some. Ridley features an extra-long-range airdash, and is expecting another small update in the future.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | |
Weight | 107 |
Moveset
Normals
Down Tilt
Angle (Tipper Only) | Hitbox Size (All) | |
---|---|---|
Vanilla | 80 | 4.5 |
WuBor |
Back Air
Landing Lag | |
---|---|
Vanilla | 17 |
WuBor |
Down Air
Landing Lag | Hitbox Size (Meteor Hitbox) | |
---|---|---|
Vanilla | 32 | 3.5 |
WuBor |
(This section of the changelog is unfinished.)
Simon
Richter
King K. Rool
I'll tell you what, we'll trade, like a stock exchange!
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | |
Weight | 133 | |
Air Speed | 0.945 | |
Walk Speed | 0.903 |
Smash Attacks
Forward Smash
FAF | |
---|---|
Vanilla | 62 |
WuBor |
Isabelle
Incineroar
Our goal was to make Incineroar more fun, without being broken. You be the judge of that…
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
Weight | 116 | |
Walk Speed | 0.62 | |
Dash Speed | 1.76 | |
Run Speed | 1.18 | |
Air Speed | 0.88 | |
Air Acceleration | 0.06 |
Moveset
Normals
Forward Tilt
Knockback Growth | |
---|---|
Vanilla | 85 |
WuBor |
Smash Attacks
Forward Smash
(Weak/Strong), if applicable.
Knockback Growth | |
---|---|
Vanilla | 71/94 |
WuBor | 71/ |
Up Smash
Base Knockback | |
---|---|
Vanilla | 89 |
WuBor |
Down Smash
Knockback Growth | |
---|---|
Vanilla | 73 |
WuBor |
Aerials
Neutral Air
(Early/Late), if applicable.
Damage | Landing Lag | |
---|---|---|
Vanilla | 13/7 | 11 |
WuBor |
Back Air
Knockback Growth | Landing Lag | |
---|---|---|
Vanilla | 73 | 11 |
WuBor |
Down Air
(Spike/Non-spike), if applicable.
Base Knockback | |
---|---|
Vanilla | 30/50 |
WuBor |
Specials
Neutral Special - Darkest Lariat
It can be jump-canceled after frame 21 if you're on the ground and the move hits the opponent.
Side Special - Alolan Whip
(Lariat/Shoulder), if applicable.
Damage | Base Knockback | Knockback Growth | |
---|---|---|---|
Vanilla | 20/12 | 88/128 | 40/34 |
WuBor | 88/ |
Up Special - Cross Chop
Early Spike Hitbox Only
Fixed Knockback | |
---|---|
Vanilla | 175 |
WuBor |
Down Special - Revenge
Revenge gets stronger depending on how damaged Incineroar is, dealing 8 damage at 0% and 36 damage at 165%.
A special zoom-in will happen if Incineroar hits an opponent with the counterattack if he's taken 80% or more.
The counterattack's damage is calculated after he takes damage or automatically transitions to it.
Counterattack Window | Automatic Transition Frame | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|---|
8 - 26 | 33 | 8 to 36 | 45 | 60 | 69 |
Counterattack FAF: 48
Piranha Plant
Joker
Joker's pretty rad as is, but we wanted to rework the character and make him like the Persona 5 Arena that never was. I think. Maybe.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Weight | 93 |
Moveset
Rebelion Gauge
Rebellion Gauge now only builds by dealing damage.
Rebellion Gauge no longer resets on death.
Joker no longer automatically summons Arsene. See Down Special - Summon/Unsummon Arsene
Aerials
Forward Air
Startup | |
---|---|
Vanilla | 7 |
WuBor |
Back Air
(No Arsene/[Arsene (Mid)/Arsene (Outer)/Arsene (Inner)]), where applicable.
Knockback Growth | |
---|---|
Vanilla | 90/[102/114/98] |
WuBor |
Up Air
Startup | Landing Lag | |
---|---|---|
Vanilla | 5 | 14 |
WuBor |
Specials
Neutral Special - Gun/Gun Special
Gun Jump no longer shoots bullets, but:
- Cancels into other Gun actions on frame 19.
- Cancels into Gun itself on frame 24.
- Actionable on frame 39.
Gun Dodge no longer stales nor contributes to your normal dodges' staling.
Gun Spiral no longer shoots in bursts of 3 - the timing is always consistent.
All actions have increased landing lag:
Vanilla | WuBor | |
---|---|---|
Gun | 10 | |
Gun Special | 13 | |
Gun Dodge | 10 | |
Gun Jump | 14 | |
Gun Spiral | 20 | 20 (Unchanged) |
Rainstorm | 10 |
Side Special (No Arsene) > Phantom Dash
If the attack hits an opponent's shield, he stops in place.
On the ground, holding Special duing startup has him take longer to dash, but this version of Phantom Dash is fully intangible and has little to no endlag.
Ending Phantom Dash in the air puts him into special fall. Landing after frame 33 has him take 20 frames of landing lag. Can grab ledge.
(Ground/Air), if applicable.
Startup | Damage | Angle | Base Knockback | Knockback Growth |
---|---|---|---|---|
18 | 8 | 80 | 80/70 | 20 |
FAF (Normal): 48 FAF (Held): 50
Up Special (No Arsene) - Grappling Hook
The air version is now a command grab, like the ground version. This move was affected by the global tether changes.
Damage | |
---|---|
Vanilla | 11 |
WuBor |
Down Special - Summon/Unsummon Arsene
Joker can only summon Arsene if he has at least 10% of his Rebellion Gauge filled.
Joker can cancel his Jabs, Tilts, Smash Attacks, and Aerials into this special, but it costs 20% of the Rebellion Gauge.
This special now carries momentum from your previous action.
Thes special can be B-Reversed and Wave-Bounced.
Joker's full-screen portrait cut-in was disabled.
FAF: 15
Throws
Forward Throw
Angle | |
---|---|
Vanilla | 45 |
WuBor |
Back Throw
Damage | |
---|---|
Vanilla | 10 |
WuBor |
Up Throw
Angle | |
---|---|
Vanilla | 90 |
WuBor |
Hero
No significant changes yet. But there's at least two things worth mentioning.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
'Acceleratle' Movement Speed Multiplier | x2 |
Moveset
Aerials
Up Air
Banjo & Kazooie
Terry
Byleth
Min Min
Min Min is currently unchanged. However, her air dash tier is
Steve
Steve is an interesting case starting out as an experiment to see how much we could nerf him without completely destroying his character. You can be the judge of how we did.
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
Moveset
Because many of Steve's attacks have large amounts of hitboxes, we won't be listing all of the individual hitbox data for those moves.
Normals
Jab / Forward Tilt/ Neutral Air / Short Hop Forward and Back Air
Dash Attack
Up Tilt / Up Air
Smash Attacks
Forward Smash
Aerials
Forward Air / Back Air
Down Air (Anvil)
Anvil's Hitbox no longer covers the standing surface of the Anvil.
Ground-only Hitbox Angle changed (78 > 58).
Additional Shield Damage removed.
Down Air (No Anvil)
Now has a hitbox identical to Jab's fist hitbox, except facing down.
Specials
Neutral Special - Mining
Now only uses the Pickaxe to mine.
All previous instances of Diamond were replaced with Redstone. Diamond is now mined on the 75th item mined.
Mining Gold and Redstone gives only 2 pieces each.
Neutral Special - Crafting
Side Special - Minecart
Command grab base duration reduced (60 > 30).
Down Special - TNT
Sephiroth
Sephiroth was one of the first characters we gave particularly funny things to, which is really interesting because he's... not known for having fun. Or is he? I'm not sure...
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Average |
Moveset
Specials
Up Special - Blade Dash
The angle varies between 90 degrees (horizontal) to 65 degrees (vertical).
The angle will always point upwards.
On hit, Blade Dash can be canceled into itself, Octaslash, Jumps, and Air Dash.
Blade Dash can cancel into itself 3 times until Sephiroth lands on the ground.
If canceled into Jump or Air Dash, Blade Dash loses the ability to cancel into itself.
Up Special - Octaslash
If the angle is within 15 degrees of 0 it always launches at the 361 Sakurai angle.
Othwerwise it can be between 60 and -60 degrees.
If the angle is below 0 degrees, Base Knockback and Knockback Growth are modified.
Base Konockback | Knockback Growth | |
---|---|---|
Above 0 Degrees | 64 | 104 |
Below 0 Degrees | 55 | 30 |
Throws
Down Throw
Angle | Knockback Growth | |
---|---|---|
Vanilla | 56 | 94 |
WuBor |
Misc
Side Taunt
Pressing A while holding Taunt will perform an uncharged Forward Smash.
Pressing A at the right time will perform a special version of his Forward Smash that deals 777.7% damage.
Down Taunt
Pyra/Mythra
Pyra
Mythra
Kazuya
We’d like to keep Kazuya’s highly technical, all-or-nothing playstyle intact, while providing an opportunity for the opponent to play the same game right back at him. As it turned out, we didn’t really need to change much to accomplish that at first… but when a character has this many moves to mess around with, why not try a few changes out?
Stats
Vanilla | WuBor | |
---|---|---|
Air Dash Tier | N/A | Bad |
Weight | 113 | |
Walk Speed | 0.66 | |
Air Dodge | 3 - 30 |
Moveset
Standing Normals
Jabs
Jab 3
Jab 4
Down Tilt - Nejiri Uraken
It is now possible to cancel into Crouching attacks.
Double Forward Attack - Left Splits Kick
Reflector Multiplier | |
---|---|
Vanilla | 2.4x |
WuBor |
Up + Forward Attack - Roundhouse to Triple Spin Kicks
If done on the first spin, the finisher will be stronger than usual.
Damage | Angle | Base Knockback | Knockback Growth | |
---|---|---|---|---|
Normal (After 1st Spin) | 10.5 | 50 | 83 | |
Early (1st Spin Only) | 14.5 | 44 | 75 | 65 |
Down + Forward Attack - Tsunami Kick
The follow-up kick has been adjusted:
Damage | Angle | Base Knockback | Knockback Growth | |
---|---|---|---|---|
Vanilla | 10.5 | 50 | 78 | 67 |
WuBor |
Crouching Normals
Crouch Down Attack - Crouch Jab
Damage | |
---|---|
Vanilla | 5 |
WuBor |
Crouch Down + Forward Attack - Tombstone Crusher
Damage | Trip Chance | |
---|---|---|
Vanilla | 16.5 | 0% |
WuBor |
Smash Attacks
Forward Smash - Glorious Demon God Fist
Up Smash - Devil Twister
Startup | |
---|---|
Vanilla | 12 |
WuBor |
Down Smash - Lion Slayer
He also takes 1.5x hitstop for dramatic effect.
Grabs and Throws
Pummel
Damage | |
---|---|
Vanilla | 3.4 |
WuBor |
Gates of Hell
Crouch Dash Actions
Crouch Dash
Wind God Fist
(Ground/Air), if applicable.
Startup | Damage | Angle | Base Knockback | Knockback Growth | Additional Hitstun | |
---|---|---|---|---|---|---|
Vanilla | 8 | 13.5/13 | 88/73 | 102/90 | 5 | 15/13 |
WuBor | 5 |
Electric Wind God Fist
(Ground/Air), if applicable.
Startup | Damage | Angle | Base Knockback | Knockback Growth | Hit Effect | Additional Hitstun | |
---|---|---|---|---|---|---|---|
Vanilla | 8 | 14.5/14 | 88/81 | 102/92 | 5 | Paralyze | 19/14 |
WuBor | 5 |
Dragon Uppercut
Startup | |
---|---|
Vanilla | 20 |
WuBor |
Spinning Demon to Left Hook
On hit, Kazuya can act earlier than before (66 > 55).
Aerials
Forward Air - Searing Edge
(Early/Late), if applicable.
Damage | Hit Sound Strength | |
---|---|---|
Vanilla | 13/10 | L/L |
WuBor | L/M |
Up Air - Rising Toe Kick
In addition, the toe hitbox that hit exclusively grounded opponents was removed.
Damage | |
---|---|
Vanilla | 12 |
WuBor |
Down Air - Demon Scissors
Specials
Down Special - Heaven's Door
Rage Drive
Misc
Side Taunt - Demon's Wrath
Up Taunt
Sora
Yu Narukami
Items
Barrels
Shield Damage reduced (5 > ??).
Increased Barrel's hurtbox size (8u > 10u).