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:

VanillaWuBor
Ledge Grab Invuln (Inactionable)1919 (Unchanged)
Invuln from AirtimeUp to 60 FramesUp to 30 Frames
Invuln from Damage TakenUp to 44 FramesUp to 30 Frames
Min. Potential Intangibility4 Frames11 Frames
Max. Potential Intangibility123 Frames79 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 SlotVanillaWuBor
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.

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.

BadAverageGoodGreat

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

StartersCounterpicks
Small BattlefieldBattlefield
Final DestinationCastle Siege
Hollow Bastion
Northern Cave
WarioWare, Inc.

Doubles

StartersCounterpicks
Kalos Pokémon LeagueYggdrasil's Altar
Battlefield
Wily Castle
Town & City
Pokémon Stadium 2

Character Changes

Legend

ColorMeaning
GreenBuff
RedNerf
Light BlueRework/Overhaul
YellowA 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

VanillaWuBor
Air Dash TierN/AAverage

Moveset

Smash Attacks

Forward Smash

Now performs a sideways hammer swing that can be angled.

Aerials

Forward Air

Now uses his hammer to perform an overhead swing downwards.
Holding Attack has Mario delay the attack for 16 frames and turns it into a spike.

StartupDamageAngleBase KnockbackKnockback Growth
Uncharged14123613080
Charged30122903080

Up Air

StartupAngleFAF
Vanilla47531
WuBor57232

Down Air

Now performs the spin jump from Super Mario World.
Mario stomps on the opponent up to three times.
Stomping an opponent causes Mario to bounce.

Early Hitbox:

Hitbox DurationDamageRehit Rate
6 - 31415 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 DurationDamageAngleBase KnockbackKnockback Growth
32 - 524406090

The opponent is launched in the direction Mario was facing when starting the attack.

FAF: 60

Specials

Side Special - Galaxy Spin

Now performs the spin from Super Mario Galaxy.
Functions similarly to Cape but with a launching hitbox instead of the turnaround effect.
There is a strong hitbox in front of Mario at the beginning of the move. The rest of the attack as a weaker hitbox.
Strong Startup Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 12103616565

Weak Lingering Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 2753616550

Still reflects projectiles, but with a smaller window (9 - 20 > 10 - 14).
Ledge Grab frame: 28.
FAF: 35

Up Special - Super Jump Punch

StartupIntangibility
Vanilla33 - 7
WuBor66 - 9

Down Special (Ground) - Long Jump

Now performs the Long Jump from Super Mario 64.
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.

Mario can perform some (in)famous backwards movement through interesting momentum manipulation.

Down Special (Air) - Ground Pound

Now performs the Ground Pound from New Super Mario Bros.
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 DurationDamageAngleBase KnockbackKnockback Growth
19 - Landing16305050

Landing Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
Landing Frame Only6306050

FAF: Landing + 30

Grabs/Throws

Down Throw

Knockback Growth
Vanilla90
WuBor110

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

VanillaWuBor
Air Dash TierN/AGood
Weight127120

Moveset

Normals

Jab 2

FAF
Vanilla32
WuBor25

Dash Attack

Now rolls off of ledges.
Donkey Kong falls at half the usual rate until Dash Attack finishes.

Forward Tilt

Damage
(Side/Hi/Lw)
FAF
Vanilla8/9/934
WuBor10/11/1131

Up Tilt

Damage
(Shoulder/Elbow/Hand)
FAF
Vanilla8/9/1039
WuBor9/10/1135

Down Tilt

AngleBase KnockbackKnockback Growth
Vanilla36110120
WuBor5530100

Aerials

Neutral Air

FAF
Vanilla39
WuBor35

Forward Air

Landing Lag
Vanilla17
WuBor15

Back Air

Damage (Early/Late)
Vanilla13/11
WuBor11/7

Specials

Side Special - Barrel Pull

Donkey Kong now pulls out a barrel.

Barrel Pull Frame
Ground20
Air31

Only 1 barrel can be pulled by Donkey Kong at a time. If he tries to pull another, he will perform a Down Taunt instead.
See Barrels for more information.

Link

The Master Sword deserves to be a safer weapon than Link’s legs. Just saying.

Stats

VanillaWuBor
Air Dash TierN/AAverage
Air Speed0.9240.966
Gravity0.0960.108

Moveset

Normals

Jab 3

FAF
Vanilla35
WuBor28

Dash Attack

DamageAngleKBGBKB
Vanilla14/13/1245/50/5585/7785/70
WuBor14508585

Forward Tilt

FAF
Vanilla40
WuBor36

Up Tilt

Hitbox Duration
Vanilla8 - 12
WuBor8 - 13

Down Tilt

Hitbox Placement
VanillaY=1.3, Z=17.5
WuBorY=1.0, Z=19.5

Up Smash

StartupDamage (Final Hit)
Vanilla1011/10/9
WuBor810

Aerials

Neutral Air

Landing Lag
Vanilla6
WuBor7

Forward Air

Startup
Vanilla16
WuBor14

Back Air

Landing Lag
Vanilla6
WuBor7

Samus

More changes are coming soon. For now, “all I got was this lousy Up Tilt”.

Stats

VanillaWuBor
Air Dash TierN/ABad
Run Speed1.6541.777
Fall Speed1.331.4
Fast Fall Speed2.1282.24

Moveset

Normals

Up Tilt

Now performs a three-shot burst diagonally upwards.

First Two Hitboxes:

Hitbox DurationDamage
10 - 12
16 - 18
2

These two hitboxes keep the opponent in place to set up for the final hitbox.

Final Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
22 - 248555092

Specials

Up Special - Screw Attack

Only the Grounded version was adjusted

StartupIntangibility
Vanilla43 - 7
WuBor76 - 10

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

VanillaWuBor
Air Dash TierN/ABad
Weight108101
Walk Speed1.1151.2
Dash Speed1.871.75
Run Speed1.6541.57
Air Speed1.1031.2
Gravity0.0750.066
Fall Speed1.331.6
Fast Fall Speed2.1282.24
Aerial TetherTrueFalse

Moveset

Normals

Jab 1

StartupJab 2 Transition Frame
Vanilla314
WuBor57

Jab 2

Is now a new move that shoots opponents away horizontally.

StartupDamageAngleBase KnockbackKnockback Growth
5605075

FAF: 35

Dash Attack

Has the same animation but deals multiple hits.

Multihits:

Hitbox DurationDamageAngle
8 - 9
11 - 12
14 - 15
17 - 18
1.8367

Final Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
20 - 2157212040

FAF: 50

Forward Tilt

Angle
Vanilla361
WuBor67

Up Tilt

Now does a quick claw-swipe in front of and above it.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 1287850110

FAF: 35

Down Tilt

AngleKnockback GrowthCan Reverse Hit
Vanilla7565True
WuBor4050False

Smash Attacks

Up Smash

Final Hit Only:

AngleKnockback GrowthHitbox Size
Vanilla801624.5/6.5
WuBor1431404.5/8.5

Down Smash

AngleKnockback Growth
Vanilla3070
WuBor8095

Aerials

Neutral Air

Dark Samus gathers Phazon energy, hitting opponents multiple times. It then releases that energy outwards around it. The first time this is performed in the air, Dark Samus's fall speed is cut by 0.35x.

Multihits:

The Multihit hitbox barely surrounds Dark Samus.

Hitbox DurationDamageAngle
8 - 9
15 - 16
23 - 24
31 - 32
1367

Launching Hitbox:

Has the same placement as the multihit hitbox, except slightly larger.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
38 - 39436140135

FAF: 54
Autocancel Window: 56+

Forward Air

Is now an animation based on its Forward Smash.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 14125340100

FAF: 49
Autocancel Window: 42+

Back Air

(Early Weak/Early Strong/Late), if applicable

DamageBase KnockbackKnockback Growth
Vanilla12/14/930/42/2098/98/90
WuBor12/12/930/30/2090

Up Air

Is now Captain Falcon's Up Air but with a modified animation.

(Early/Late), if applicable.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 138662096
14 - 158301280

FAF: 36
Autocancel Window: 27+

Down Air

Spike Hitboxes Only:

Damage
Vanilla14
WuBor10

Specials

Neutral Special - Phazon Orb

Dark Samus now shoots an orb that rapidly slows down to a crawl.
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 StartupDamageAngleBase KnockbackKnockback Growth
F259854525

Minimum FAF: 43

Side Special - Homing Missile

No longer explodes on impact with a fighter, instead automatically exploding when touching the ground or after 30 frames after firing.
Homing Missile now homes in more accurately.

Firing FrameDamageAngleBase KnockbackKnockback GrowthHitbox SizeFAF
(Ground/Air)
Vanilla188026252.4u55/60
WuBor13830452515.0u57/62

Side Special - Super Missile

Takes much longer to take off, and has no hitbox until it does.

Firing FrameMissile Take-Off FrameFAF
(Ground/Air)
Vanilla215058/61
WuBor159555/59

Up Special - Screw Attack

Only the Grounded version was adjusted

StartupIntangibility
Vanilla43 - 7
WuBor76 - 10

Down Special - Morph Ball Drop (The Dark Slamus?)

Dark Samus no longer drops a bomb. Instead, it curls into a ball, hops upwards, and drops itself.
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 DurationDamageAngleBase KnockbackKnockback GrowthFAF
33 - 56845703060

Yoshi

“...what, did you think I wasn’t gonna fix Egg Roll?” -Bor

Stats

VanillaWuBor
Air Dash TierN/AAverage

Moveset

Normals

Up Tilt

Hitbox Duration
Vanilla8 - 16
WuBor7 - 16

Down Tilt

(Inner/Middle/Outer), if applicable.

DamageAngleDamage Sound Strength
Vanilla5/4.5/428/28/361Medium/Medium/Small
WuBor4.530Small

... yes, the damage sound is an important patch note.

Smash Attacks

Down Smash

The move's weak hit now has the same properties as the strong hit.

Specials

Neutral Special - Egg Lay

Can no longer be grab-teched. See Grab.

Side Special - Egg Roll

No longer bounces when performed on the ground.

Base KnockbackMax Roll TimeMin Roll TimeFAF
Vanilla701802540
WuBor431501533

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

VanillaWuBor
Air Dash TierN/AGood
Air Speed0.840.935

Moveset

Normals

Dash Attack

Uses the same animation but is now a multi-hit with a launcher.
Kirby can fly off of ledges using this attack. He won't start falling until the attack ends.

Multihits:

Hitbox DurationDamageRehit Rate
14 - 3114 Frames

Launching Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
32 - 338467174

Down Tilt

Updated to be his iconic slide kick.
On hit, he bounces off with low FAF. On shield, he instead continues to slide.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
7 - 148608020
15 - 216608020

FAF (No Bounce): 40 FAF (After Bounce): 10

Aerials

Up Air

StartupFAF
Vanilla838
WuBor535

Specials

Side Special - Hammer Flip

(Ground/Air), if applicable.

StartupBase Damage
Vanilla26/2819/16
WuBor20/2019/19

Up Special - Final Cutter

Startup
Vanilla23
WuBor15

Down Special - Stone

Cancel FAF
Vanilla32
WuBor25

Misc

Side Taunt

Keep spinning! Slide to the side! Hit em with the flourish! Yeah, Kirby, you go!

Fox

These small tweaks should make Fox more comfortable to play, while not affecting his strength in combat too much.

Stats

VanillaWuBor
Air Dash TierN/AAverage
Walk Speed1.5231.5
Dash Speed2.092.24
Run Speed2.4022.337
Gravity0.230.21

Moveset

Normals

Forward Tilt

(Neutral/Hi/Low Angle), if applicable.

DamageAdditional Hitstun
Vanilla6/7/70
WuBor7/7/71

Aerials

Back Air

Landing Lag
Vanilla9
WuBor11

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

VanillaWuBor
Air Dash TierN/AAverage
Model Scale0.961.025
Weight7977

Moveset

Normals

Jab

While it looks the same, the move has been overhauled:

StartupFAF & Jab Repeat FrameDamageBase KnockbackKnockback GrowthAdditional Hitstun
3131.220303

Dash Attack

FAF
Vanilla36
WuBor42

Up Tilt

(Innter/Middle/Outer), if applicable.

AngleBase Knockback
Vanilla10540/45/45
WuBor10745

In addition, opponents will always get launched in front of Pikachu.

Smash Attacks

Forward Smash

Looks the same, but has been reworked.

Hitbox DurationDamageBase KnockbackKnockback Growth
15 - 19155070
20 - 23186075
24 - 29124060

Aerials

Neutral Air

StartupLanding Lag
Vanilla49
WuBor512

Back Air

Is now a kick inspired by Smash 64 Pikachu's Back Air, but more fierce looking.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
8 - 1012454984
11 - 1883614960

FAF: 36 Landing Lag: 13

Up Air

Damage
(Innter/Middle/Outer)
Angle
(Early/Late)
Base Knockback
(Early/Late)
Knockback Growth
(Early/Late)
Vanilla6/6/568/5550/40113/80
WuBor5635075

Down Air

The landing hitbox only appears if Down Air had a hitbox while landing.

Landing Lag
Vanilla22
WuBor25

Specials

Neutral Special - Electro Ball

Pikachu now generates Electro Ball using its tail. It then performs a tail swipe to launch the ball forwards.
The Tail Swipe itself has a hitbox that weakly pushes the opponent away.

Tail Hitbox

Hitbox DurationDamageAngleFixed KnockbackKnockback Growth
2253870100

FAF: 50

Electro Ball

Electro Ball starts off travelling slowly, but it will pick up speed on frame 10.
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)
AngleBase KnockbackKnockback Growth
3 - 10603530

Side Special - Quick Attack

Quick Attack has been moved to Side Special.
The first Quick Attack can only be angled 20 degrees up and down, but can go in any direction afterwards.

StartupQuick Attack 2 BKB/KBG
Vanilla1620/150
WuBor2075/95

Up Special - Thunder

Pikachu now jumps up and fires Thunder straight down below him.
Pikachu has two body hitboxes that attempt to send the opponent below Pikachu to set up into the thunderbolts.

Body Hitbox

Hitbox DurationDamage
11 - 182
31 - 354

Thunderbolts

The thunderbolts will begin to spawn on frame 34.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
1+8428517

Transitions into normal Fall after use.
FAF: 54 Can grab ledge before frame 18 and after frame 54.

Down Special - Iron Tail

Pikachu leaps forwards with a few flips before slamming its tail down.

(Ground/Air Hitbox), if applicable.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
20 - 2215277/29075/4030/45

FAF: 42

Luigi

Ness

Ness is unchanged. His air dash tier is Average.

Captain Falcon

Captain Falcon is almost unchanged. His air dash tier is Good.

Moveset

Aerials

Neutral Air

Landing Lag
Vanilla7
WuBor8

Misc Changes

Adjusted his Dash Back animation.

Jigglypuff

The smallest Quality of Life buffs for our pink balloon friend here.

Stats

VanillaWuBor
Air Dash TierN/AAverage
Weight6871

Moveset

Specials

Neutral Special - Rollout

Can now be canceled after hitting the opponent.

Misc

Down Taunt

Jigglypuff's position actually matches its location now. I wonder what this can lead to...

Peach

This character used to be gutted by one change, can you guess what that was?

Stats

VanillaWuBor
Air Dash TierN/AAverage

Moveset

Aerials

Neutral Air

Landing Lag
Vanilla7
WuBor8

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

VanillaWuBor
Air Dash TierN/AAverage
Weight135125

Moveset

Normals

Dash Attack

(Early/Late Hitbox), if applicable

Hitbox DurationAngleBase KnockbackKnockback GrowthFAF
Vanilla11 - 14 / 15 - 2080110/8035/3056
WuBor14 - 17 / 18 - 25 4285/6550/3043

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 Average.

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

VanillaWuBor
Air Dash TierN/AGood
Weight6267

Falco

Marth

Lucina

See Yu Narukami

Young Link

Young Link is nearly unchanged. His air dash tier is Bad. All of Young Link's aerials which previously had 6 frames of landing lag now have 8 frames of landing lag.

Ganondorf

Mewtwo

Mewtwo is unchanged. Mewtwo's air dash tier is Good.

Roy

Roy is unchanged. His air dash tier is Bad.

Chrom

Meta Knight

Pit

Dark Pit

Zero Suit Samus

Wario

Snake

Snake is currently unchanged. His air dash tier is Bad.

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 Bad.

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

VanillaWuBor
Air Dash TierN/ABad

Moveset

Normals

Jabs - Mega Combination

Since Mega Buster got moved to Neutral Special, Mega Man has a new set of jabs.

Jab 1: Rock Corkscrew
(Inner/Outer), if applicable

Hitbox DurationDamageAngleBase KnockbackKnockback GrowthJab Transtiion Frame
6 - 9290/100301511

FAF: 28

Jab 2: Mega Stamp
(Inner/Outer), if applicable

Hitbox DurationDamageAngleBase KnockbackKnockback GrowthJab Transtiion Frame
7 - 9380/100301511

FAF: 36

Jab 3: Rolling Handspring

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 125747070

FAF: 35

Forward Tilt - Mega Haymaker

Mega Man also gets a new forward tilt that lunges him forwards and is safe on block.

(Ground/Air), if applicable.

Hitbox DurationDamageAngleBase KnockbackKnockback GrowthShieldstun Multiplier
1714295/5555701.25x

FAF: 48

Smash Attacks

Forward Smash

Since Charge Shot is moved to Neutral Special as well, Mega Man gets a new, unexpected forward smash.

Neutral Angle: Mega Kick

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
16 - 18103616075
19 - 2473616075

FAF: 54

Up Angle: Mega Punt

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
15 - 1812759060

FAF: 54

Down Angle: Mega Bunt

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
16 - 1893614075
19 - 2463614075

FAF: 48

Aerials

Neutral Air - Light Driver

A kick based on his j.HK from Marvel vs. Capcom.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
7 - 87623080
9 - 144.5623080

FAF: 41 Landing Lag: 7

Forward Air - Flame Sword

StartupFAF
Vanilla941
WuBor1143

Back Air - Slash Claw

StartupFAF
Vanilla445
WuBor647

Up Air - Air Shooter

The projectile's properties have been completely reworked.
Instead of being an inconsistent windbox kill option, it now serves as a unique juggling tool with low vertical range.
The tornado starts slow, but on frame 20 it starts to pick up speed.

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 DurationDamageAngleBase KnockbackKnockback GrowthRehit RateBlockstun Multiplier
1 - 290.75367N/AN/A30.5x
30+492905000.5x

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 TypeDamageAngleBase KnockbackKnockback Growth
Partially Charged93615085
Fully Charged153614090

Side Special - Metal Blade

Metal Blade is moved to Side Special, with a minor tweak to the move's angle detection.

Up Special - Rush Coil

Jump StartupRush Active FramesRush GravityRush Max Fall Speed
Vanilla51200.050.7
WuBor73600.071

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 Average air dash. We do not know how air dash affects Luma.

Little Mac

Greninja

Mii Brawler

Mii Brawler is nearly unchanged. Their air dash tier is Average and their neutral aerial's landing lag is increased to 7 from 6.

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

VanillaWuBor
Air Dash TierN/AAverage
Run Speed1.371.45

Palutena

PAC-MAN

Pac-Man is unchanged. His air dash tier is Bad.

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

VanillaWuBor
Air Dash TierN/AAverage
Run Speed2.1672.02

Moveset

Normals

Up Tilt

Base KnockbackKnockback Growth
Vanilla46100
WuBor6680

Aerials

Back Air

DamageLanding Lag
Vanilla136
WuBor1110

Up Air

Smash 4, but frame 9.

Hitbox Size
(Early/Late)
Vanilla4.0/3.0
WuBor3.0

FAF: 45 > 47

Grabs

Standing Grab

Cloud's standing grab has had its range extended outwards by 1 unit. Grab the flat man, Cloud.

Specials

Neutral Special - Blade Beam (Non-Limit)

Added a melee hitbox to the normal version that sends opponents upwards.
If this hitbox connects, Blade Beam does not spawn.

Hitbox DurationDamageAngle
(Inner/Outer)
Base KnockbackKnockback Growth
24 - 25875/819020

Blade Beam Spawn Frame: 26
Blade Beam Speed (Ground and Air): 1.8
FAF: 48

Down Special - Limit Charge

Run Speed Multiplier
Vanilla1.1x
WuBor1.15x

Misc

Up and Down Taunt

Holding the respective Taunt button will have Cloud hold his pose.

Side Taunt

Double Tapping Side Taunt will cause Cloud to start doing squats. You can continue to squat by pressing Side Taunt at the right time, but it's possible to mess up and end your squats early.

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

VanillaWuBor
Air Dash TierN/AAverage
Weight9490
Dash Speed2.1181.965

Moveset

Aerials

Neutral Air

Neutral Air can cancel directly into an Air Dash upon hitting an opponent.

FAFLanding Lag
Vanilla335
WuBor447

Forward Air

Forward Air's first hitbox originally had a weaker sourspot hitbox at the tip that has since been updated to match the sweet spot.

Back Air

Landing Lag
Vanilla6
WuBor8

Up Air

Landing Lag
Vanilla6
WuBor7

Down Air

Sourspot Hitbox:

BKB
Vanilla60
WuBor47

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

VanillaWuBor
Air Dash TierN/ABest
Weight107111

Moveset

Normals

Down Tilt

Down Tilt's tipper hitbox is now prioritized over its tail hitboxes. All of Down Tilt's hitboxes' Z positions have been moved inwards by 1 unit to compensate for its larger hitboxes.

Angle (Tipper Only)Hitbox Size (All)
Vanilla804.5
WuBor955.5

Back Air

Landing Lag
Vanilla17
WuBor14

Down Air

Down Air now borrows a landing hitbox from Ganondorf's Wizard's Foot. Both of Down Air's hitboxes' Y positions have been moved upwards by 1 unit to compensate for its larger sweet spot.

Landing LagHitbox Size (Meteor Hitbox)
Vanilla323.5
WuBor274.5

(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

VanillaWuBor
Air Dash TierN/ABad
Weight133123
Air Speed0.9451.045
Walk Speed0.9031.25

Smash Attacks

Forward Smash

FAF
Vanilla62
WuBor55

Isabelle

Incineroar

Our goal was to make Incineroar more fun, without being broken. You be the judge of that…

Stats

VanillaWuBor
Air Dash TierN/ABad
Weight116110
Walk Speed0.621.0
Dash Speed1.761.86
Run Speed1.181.43
Air Speed0.881.025
Air Acceleration0.060.075

Moveset

Normals

Forward Tilt

Knockback Growth
Vanilla85
WuBor68

Smash Attacks

Forward Smash

(Weak/Strong), if applicable.

Knockback Growth
Vanilla71/94
WuBor71/71

Up Smash

Base Knockback
Vanilla89
WuBor79

Down Smash

Knockback Growth
Vanilla73
WuBor55

Aerials

Neutral Air

(Early/Late), if applicable.

DamageLanding Lag
Vanilla13/711
WuBor11/78

Back Air

Knockback GrowthLanding Lag
Vanilla7311
WuBor6014

Down Air

(Spike/Non-spike), if applicable.

Base Knockback
Vanilla30/50
WuBor20/50

Specials

Neutral Special - Darkest Lariat

Is no longer invincible, always deals 10 damage and always launches upwards, but it can move horizontally twice as fast as before.
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.

DamageBase KnockbackKnockback Growth
Vanilla20/1288/12840/34
WuBor16/988/9636/34

Up Special - Cross Chop

Early Spike Hitbox Only

Fixed Knockback
Vanilla175
WuBor120

Down Special - Revenge

Similar to Sephiroth's Scintilla, Revenge now automatically activates after the counter window is over.
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 WindowAutomatic Transition FrameDamageAngleBase KnockbackKnockback Growth
8 - 26338 to 36456069

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

VanillaWuBor
Air Dash TierN/AAverage
Weight9387

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
Arsene lasts for 15 seconds.
While Arsene is out, taking damage no longer decreases the Rebellion Gauge.

Aerials

Forward Air

Startup
Vanilla7
WuBor9

Back Air

(No Arsene/[Arsene (Mid)/Arsene (Outer)/Arsene (Inner)]), where applicable.

Knockback Growth
Vanilla90/[102/114/98]
WuBor82/[102]

Up Air

StartupLanding Lag
Vanilla514
WuBor715

Specials

Neutral Special - Gun/Gun Special

The first gunshot has increased startup (12 > 15). However, you can transition into any other Gun action, including itself, on frame 13.

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:

VanillaWuBor
Gun1015
Gun Special1315
Gun Dodge1020
Gun Jump1420
Gun Spiral2020 (Unchanged)
Rainstorm1020

Side Special (No Arsene) > Phantom Dash

Joker now dashes forwards with a slash, launching his foes upwards.
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.

StartupDamageAngleBase KnockbackKnockback Growth
1888080/7020

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
Vanilla11
WuBor6

Down Special - Summon/Unsummon Arsene

Joker now summons or unsummons 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

When Arsene isn't summoned, all of Joker's throws deal 50% damage, but can cancel into any special move.

Forward Throw

Angle
Vanilla45
WuBor30

Back Throw

Damage
Vanilla10
WuBor7

Up Throw

Angle
Vanilla90
WuBor85

Hero

No significant changes yet. But there's at least two things worth mentioning.

Stats

VanillaWuBor
Air Dash TierN/ABad
'Acceleratle' Movement Speed Multiplierx2x1.5

Moveset

Aerials

Up Air

Animation adjusted so that Hero kicks in an arc instead of directly upwards.

Banjo & Kazooie

Terry

Byleth

Min Min

Min Min is currently unchanged. However, her air dash tier is Good. We understand that this may end up being a very powerful ability in her hands... but it is canon. And besides, Bor never even bought Min Min in the first place.

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

VanillaWuBor
Air Dash TierN/ABad

Moveset

When he uses his fist, Steve's attacks can no longer be SDI'd.
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

Damage reduced by 0.7 (0.5 for Iron/Diamond).

Dash Attack

Damage reduced by around 1 to 2 (sometimes we can’t do math).

Up Tilt / Up Air

Damage reduced by 2 on all versions. Base Knockback increased slightly.

Smash Attacks

Forward Smash

Damage reduced by 4 on all versions.

Aerials

Forward Air / Back Air

Damage reduced by around 2.5 on all versions. No longer deals more damage on the later hitbox.

Down Air (Anvil)

Startup increased (12 > 16).
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)

No longer stops your momentum.
Now has a hitbox identical to Jab's fist hitbox, except facing down.

Specials

Neutral Special - Mining

Now only uses the "generic" mining pattern used on Battlefield.
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

Gold tools only require 2 pieces to craft and repair.

Side Special - Minecart

Startup increased (18 > 26).
Command grab base duration reduced (60 > 30).

Has a hitbox on the front of the Minecart that can confirm into the command grab.

Down Special - TNT

Friendly Fire is enabled, allowing the larger hitbox to hit Steve (or whoever activates it).

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

VanillaWuBor
Air Dash TierN/AAverage

Moveset

Specials

Up Special - Blade Dash

Launch Angle is determined by Blade Dash's angle.
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

Startup increased (36 > 41).
Similarly to Blade Dash, the launching angle of Octaslash is determined by Octaslash's angle.
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 KonockbackKnockback Growth
Above 0 Degrees64104
Below 0 Degrees5530

Throws

Down Throw

AngleKnockback Growth
Vanilla5694
WuBor7080

Misc

Side Taunt

Can be held to hold the pose.
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

Can be held to hold the pose.

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

VanillaWuBor
Air Dash TierN/ABad
Weight113109
Walk Speed0.660.8
Air Dodge3 - 304 - 30

In addition, his passive light armor has been removed.

Moveset

Standing Normals

Jabs

Made it easier to stop his jab combo intentionally

Jab 3

Pressing Down + Back and Attack during this Jab will have him perform Twin Fang Stature Smash. Unlike the usual Stature Smash, this one doesn't trip the opponent.

Jab 4

Pressing Down and Attack during this Jab will have him perform Spinning Backfists. This puts Kazuya directly into Nejiri Uraken.
Pressing Up + Back and Attack during this jab will have him perform Back Fist to Side High Kick, putting Kazuya directly into Jumping Side Kick.

Down Tilt - Nejiri Uraken

Canceling Nejiri Uraken is now fully intangible until Kazuya is able to act.
It is now possible to cancel into Crouching attacks.

Double Forward Attack - Left Splits Kick

Reflector Multiplier
Vanilla2.4x
WuBor1.7x

Up + Forward Attack - Roundhouse to Triple Spin Kicks

Pressing Special will have Kazuya perform the finishing kick early.
If done on the first spin, the finisher will be stronger than usual.

DamageAngleBase KnockbackKnockback Growth
Normal (After 1st Spin)10.5508350 (Vanilla: 86)
Early (1st Spin Only)14.5447565

Down + Forward Attack - Tsunami Kick

The follow-up kick has been adjusted:

DamageAngleBase KnockbackKnockback Growth
Vanilla10.5507867
WuBor9350795

Crouching Normals

Crouch Down Attack - Crouch Jab

Damage
Vanilla5
WuBor3

Crouch Down + Forward Attack - Tombstone Crusher

DamageTrip Chance
Vanilla16.50%
WuBor9100%

Smash Attacks

Forward Smash - Glorious Demon God Fist

No longer has armor.

Up Smash - Devil Twister

No longer has armor.

Startup
Vanilla12
WuBor17

Down Smash - Lion Slayer

Startup increased to 26, but it has infinite Super Armor from frames 4 to when the hitbox disappears.
He also takes 1.5x hitstop for dramatic effect.

Grabs and Throws

Pummel

Damage
Vanilla3.4
WuBor2.7

Gates of Hell

Can no longer be grab-teched. See Grab.

Crouch Dash Actions

Crouch Dash

Now only has upper body intangibility.

Wind God Fist

(Ground/Air), if applicable.

StartupDamageAngleBase KnockbackKnockback GrowthAdditional Hitstun
Vanilla813.5/1388/73102/90515/13
WuBor109/78090/8050

Electric Wind God Fist

Now only has upper body intangibility.

(Ground/Air), if applicable.

StartupDamageAngleBase KnockbackKnockback GrowthHit EffectAdditional Hitstun
Vanilla814.5/1488/81102/925Paralyze19/14
WuBor1014/98090/805Electric8

Dragon Uppercut

Intangibility was replaced with invincibility on frames 7 to 25.

Startup
Vanilla20
WuBor22

Spinning Demon to Left Hook

No longer kills, instead launching opponents low with fixed knockback.
On hit, Kazuya can act earlier than before (66 > 55).

Aerials

Forward Air - Searing Edge

(Early/Late), if applicable.

DamageHit Sound Strength
Vanilla13/10L/L
WuBor10/7L/M

Up Air - Rising Toe Kick

No longer has leg intangibility.
In addition, the toe hitbox that hit exclusively grounded opponents was removed.

Damage
Vanilla12
WuBor9

Down Air - Demon Scissors

On landing without an autocancel, Kazuya now is treated as "knocked down" and must perform a get-up option.

Specials

Down Special - Heaven's Door

Can no longer be grab-teched. See Grab.

Rage Drive

Can no longer be grab-teched. See Grab.

Misc

Side Taunt - Demon's Wrath

When used facing a ledge, Kazuya will now slip off mid-taunt.

Up Taunt

Can now be held.

Sora

Yu Narukami

Items

Barrels

Random Explosion damage reduced (22 > 6).
Shield Damage reduced (5 > ??).
Increased Barrel's hurtbox size (8u > 10u).