Mechanics

Edge Canceling

  • Move toward an edge during any of the following states to slide off of the edge and cancel all grounded endlag:
    • Aerials
    • Special fall
    • Shielding
    • Dashing
    • Standing turnaround
    • Runbrake
    • Damage
    • Taunts

Edge Slide-offs

  • Edge slipping caused by shield knockback or shield slide off happens more often due to parameter changes
    • When facing towards the center of the platform you’re standing on, you enter a state of pratfall when pushed off
    • When facing outwards of the platform, you will be instantly actionable like in Melee/ProjectM

Shield Stopping

  • Shielding can now be performed during initial dash

Platdropping

  • Platforms can now be dropped through during run, initial dash, and waveland

Jump Cancel Grab

  • Press grab during jumpsquat to execute a standing grab

Dash Attack Cancel Up Smash (DACUS)

  • Input up smash, up tilt, or up and grab between frames 3-10 of a dash attack to execute an up smash with the dash attack’s momentum

Dash Attack Cancel Down Smash (DACDS)

  • Input down smash, down tilt, or down and grab between frames 3-10 of a dash attack to execute a down smash with the dash attack’s momentum

Dash Item Toss Cancel Item Toss (DITCIT)

  • Input an item toss during the first 6 frames of a dash item toss to slide forward with a lot of momentum
  • Can now be performed with a throw in any direction

Glide Toss

  • Input an item toss during the first 5 frames of a roll to slide forward with a burst of momentum
  • Can be performed with a throw in any direction
  • Speed gained from a glide toss depends on the animation speed of the roll on the last frame before being canceled
    • Due to varying roll animations, this means the timing for a “good” glide toss will vary per character and roll direction
    • Generally, the later into the roll a glide toss is performed, the further the slide

Aerial Glide Toss (AGT)

  • Airdodges can be canceled into an item toss during the first 5 frames
  • Airdodges refresh after a successful AGT but are reduced in distance by 10% for each subsequent use before landing

Airdodge Cancels

  • Airdodges can be canceled with an item toss or zair after frame 3

Wiggle out of Tumble

  • While in tumble, tap the stick to the left or right to transition into normal fall
  • Inputs cannot be buffered during knockback

Pivoting / Perfect Pivoting

  • After a dash, flick the control stick in the opposite direction and let go to return to standing position
    • If performed during the first 4 frames, you will perfect pivot similar to Smash 4
    • If performed during the next 3 frames, you will pivot in place similar to Melee

Ledge Hogging

  • The ledge counts as “occupied” for the first 75% of all ledge animations (varies slightly per character)

Double Jump Canceling

  • Ness, Lucas, Mewtwo, Peach, Yoshi, and Sora can cancel the upwards momentum of their double jumps with an aerial. They can still rise with an aerial during their double jump by holding the jump button
  • The leniency window for this is 5 frames and also works with tap jump

Moonwalking

  • Characters can now moonwalk during initial dash; perform a moonwalk by performing a half-circle back motion during initial dash (or otherwise move the stick opposite the character's facing direction without triggering a dash back)

Crouch out of Run

  • Run can be directly canceled into crouch, allowing faster access to crouch-related options

Wiggle out of Tumble

  • Wiggling the control stick to exit tumble will now allow you to exit tumble directly after hitstun ends like in Melee/ProjectM instead of a bit after the tumbling animation starts

Teeter Canceling

  • Taunts, landing lag, and dashes can all be canceled by entering the teeter animation from standing right on an edge

Bidou / Aidou

  • Added support for Bidou and Aidou control schemes
    • When overridden with a held attack/special input, C-stick registers directional inputs for two frames (up from 1 frame in Sm4sh)
    • Allows easier inputs of frame-perfect techniques such as perfect pivots, c-stick moonwalks, and RAR/IRAR

Salty Runback and Quick Exit

  • Input L + R + A + Y + Start to immediately restart a match
  • Input L + R + A + X + Start to exit a match straight to the stage select screen

Meter System for Terry, Ryu, and Ken

  • Just like in traditional fighting games, these characters have been given a meter of their own for usage in Special Cancels, EX Specials, Super Specials, and more
  • Up to 5 bars of meter can be gained through dealing damage and using certain specials
    • Special moves gain meter equivalent to half their damage on hit rounded to the nearest integer unless otherwise stated
    • Ex Specials gain no meter upon use
  • More details can be found on the individual character changelogs