Fighter Stats

General Speed Adjustments

  • Initial dash speeds, run speeds, and air speeds have been generally lowered to compensate for the increased flexibility of movement offered by the plethora of new options
  • Fall speeds and gravities have been increased

Dashing

  • Initial dashes can be canceled into a turnaround dash throughout the entire animation instead of the first 6 frames
  • Turn dash stops characters in place for 2 frames instead of 3
  • Various turn dash animations have been added or readjusted to make dash dancing smoother
  • Run brake into dash lockout window
    • 5F 🠚 4F

Jumps and Falling

  • Jump squats have been diversified between 3 and 5 frames
  • Full hop vertical velocity is calculated identically to short hops, removing their balloony feel
  • Jump momentum is now calculated identically to Melee/ProjectM
  • All heavy landing animations and certain characters’ jumpsquat animations have been slightly adjusted for smoother-looking wavedashes and wavelands

Traction

  • Characters now experience extra traction during grounded hitstun and aerial attack landings like most other landing states
  • Extra traction formulas and statuses have been readjusted for tighter friction during landing states
  • Double traction rules now apply to idle, crouch, crouch wait, crouch stand, special fall landing, jab, ftilt, utilt, dtilt, fsmash/charge, usmash/charge, and dsmash/charge states
  • Grounded damage/hitstun traction multiplier
    • 1.0x 🠚 1.1x