Inputs and Controls

New Controls

  • Added new control options which can be mapped to most buttons:
    • Short Hop
    • Taunt/Footstool
    • Smash Attack
    • Tilt Attack

Buffer

  • Hold buffer is preserved during certain states such as jumpsquat or Nana's spotdodge, but has otherwise been removed
    • During hitstun and shieldstun, there is a 5 frame tap extension buffer
  • Buffer is now active during new cancels (land cancels, jump cancels, etc)
  • Removed the forced shorthop when buffering an aerial
    • This change retains the ability to attack cancel while allowing the ability to buffer full hop aerials, allowing you to buffer frame-perfect fullhop aerials as well as fullhop attack cancels
  • Buffered airdodges out of hitstun have been disabled
  • Buffered spotdodges/rolls out of wavedash have been disabled, making consecutive wavedashes and buffering shield out of wavedash more consistent
  • Perfect/buffered wavedashes out of jumpsquat now transition you directly into landing, allowing for much smoother movement
  • Tap Buffer
    • 9F 🠚 5F
  • Input Buffer Extension
    • 2F 🠚 0F

Stick Sensitivity

  • Stick sensitivity has been adjusted as follows:
    • Low: Smash attacks can occur until frame 2 of analog press
    • Normal: Smash attacks can occur until frame 4 of analog press
    • High: Smash attacks can occur until frame 6 of analog press
    • As a reference, vanilla Ultimate’s normal stick sensitivity is frame 6
  • Pivot horizontal stick detection window
    • 0.0 🠚 0.075

C-Stick

  • C-Stick drift has been completely removed and the macro has been reprogrammed from scratch to mitigate inconsistencies and provide cleaner Bidou/Aidou implementation
  • C-Stick aerials no longer move you forward or backward

Command Inputs

  • Command inputs
    • Special command window
      • 10F 🠚 12F
    • Super Special / Final Smash command window
      • 20F 🠚 22F