Grounded to air ledge transition mechanics altered, affecting run offs and other momentum techniques; characters can no longer run off the edge of a platform while performing a special move.
The height at which a defender will land on a platform during a throw's animation overlapping a platform has been increased, reducing the ability for this interaction to happen. Notable on Ganondorf's Flame Choke (can no longer force this on Battlefield platforms against any character) and Mewtwo's Confusion.
Charizard's jab transitions faster and can more reliably link all three hits. The final hit also has increased knockback scaling, and can now KO at very high damages around 175% before rage.
Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.
The knockback scaling on its sweetspot was slightly decreased, now KOing about 1-2% later.
Up throw has increased knockback scaling and now sends opponents at a slightly more vertical knockback trajectory. Its knockback is of comparable power to Mewtwo's up throw, KOing from the center of Final Destination around 125% before DI and rage.
Down throw re-purposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased, it now sending opponents at a vertical trajectory, and ending 8 frames faster.
Neutral attack combo is faster; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting portion 7 frames faster.
The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.
The overall damage for all hits has been reduced.
Down tilt deals less damage: 6% → 5.5%.
Up aerial's startup was increased by 1 frame (3 → 4 frames), and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased (65 base/99 scaling → 64/89), weakening its KOing capabilities, and it auto-cancels 12 frames later (15 → 27 frames).
All of Diddy's grabs have 3 more frames of ending lag.
Up throw's damage has been reduced (8% → 5%), and its knockback was increased (30/50 base → 100/120 scaling), reducing its follow-up capabilities.
Down throw's damage has been increased (6% → 7%), with increased knockback scaling (50 → 59) and a very slightly more diagonal knockback trajectory (105° → 106°), reducing its follow-up capabilities.
Neutral attack combo now locks opponents more reliably for all hits, which have slightly larger hitboxes.
Up smash's second hitbox starts up 1 frame sooner, and lasts 2 frames longer.
Neutral aerial has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its follow-up capabilities.
Forward aerial has faster startup (12 → 10 frames), and overall completes about 9 frames faster, giving it follow-up capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.
The landing hit deals 2% less damage: 5% → 3%.
Up aerial's startup has been reduced (10 → 7 frames), and its hitboxes deal more vertical-based knockback, making it more combo-friendly. Its hitboxes are also slightly larger, and all hitboxes deal the same knockback now, removing its sourspot.
However the attack deals less damage: 11% → 10%.
Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
Also, its sweetspot no longer meteor smashes grounded opponents, now sending them at a slightly diagonal vertical trajectory. While this removes its follow-up potential at high damages, it can no longer be teched by grounded opponents.
Neutral attack transitions faster, and the final swing has a larger hitbox that now properly follows the sword's trail, overall making Ike's jab more reliable at connecting all hits.
Forward tilt's startup has been reduced (15 → 12 frames).
All of its hitboxes have been replaced with a single hitbox that deals 12.5% damage, meaning the move no longer has a sweet\sourspots, making it more consistent damage and knockback-wise.
The new hitbox deals 12.5% damage, 1.5% less than the move's old sweetspot hitboxes, but 0.5% more than its sourspot hitbox.
Up tilt has improved vertical reach, and its hitboxes last 3 frames longer (19 → 22 frames).
Dash attack is faster and stronger: the startup lag is 3 frames sooner (18 → 15 frames), all hitboxes deal 4% more damage, and its sweetspot is a bit larger and launches opponents at a slightly more horizontal trajectory. Its significantly increased knockback also now makes it capable of reliably KOing opponents under 150%.
Neutral aerial's landing lag has been reduced: 16 → 13 frames.
Forward aerial's startup lag is 2 frames faster (16 → 14 frames), and has 1 less frame of landing lag (19 → 18 frames). Additionally, it range has been improved, with its hitboxes now properly following the sword swing (notably it can now properly hit above and below Ike).
Up aerial's landing lag has been reduced: 18 → 15 frames.
Down aerial's landing lag has been reduced: 26 → 23 frames.
Quick Draw and all its custom variants has reduced startup: 19 → 16 frames.