Samus Rework Mod - v1.0.0 Full Changelog

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Samus Rework Mod

v1.0.0 Full Changelog


Super Smash Bros Ultimate

Highlights:
● New mechanic: Speed Booster (including Shinespark!)
● New side special: Flash Shift from Dread
● New down tilt: Slide from Dread
● New up smash: Melee Counter from Dread
● Reworked down special: can stay in Morph Ball mode and more
● Aim Samus’s arm cannon when shooting projectiles

Full Changelog
Speed Booster & Shinespark:
If you run straight for long enough, without stopping or turning, you activate
Speed Booster, receiving a big surge to your max speed.
During Speed Boost, you can do the following actions without losing it:
● Run (no turning)
● Dash Attack
● Down Tilt (Slide)
● Down Special (Morph Ball)
● Jump
● Wall Jump
● Aerials
● Land (as long as it’s not mid aerial and hold forward to keep running)

If you crouch during Speed Boost, you store a Shinespark, which you can use
within the next 5 seconds. There are 3 types of shinespark:
● Grounded shinespark: Simply dash attack while shinespark is stored
● Aerial shinespark: Cancel any aerial within the first few frames by
pressing special. You can angle aerial shinesparks forward, diagonally
up or diagonally down.
● Ballspark: Press shield while in Morph Ball form (down special).
Ballsparks are weaker, but travel further and can be aimed in all 8
directions!
If you aerial shinespark or ballspark into the ground and hold forward, you get
speed boost back.

Neutral Special:
When you cancel Neutral Special with shield in the air, you are no longer
forced to airdodge and are instead put in an actionable state.
You can now use Super Missiles by pressing attack right after inputting
Neutral Special. When you shoot a Super Missile, you can land cancel it.
And you can now aim Samus’s arm cannon to shoot either projectile in
different directions. In the ground, you can aim up to 45 degrees, up or down, but in
the air, you can aim up to 90 degrees, so you can even aim completely up or down.
If you aim a Super Missile downward, it will spike.
Super Missiles:
● Maximum amount at once: 1 -> 2
● Lifetime: 50F -> 40F
● Acceleration frame: F26 -> F15
● Angle: 65 -> 361/270 (regular/aimed down)
● KBG: 65 -> 85
● BKB: 50 -> 60
● When it’s lifetime ends or it hits the stage, it now has an explosion
hitbox:
○ Damage: 8.0%
○ Angle: 75
○ KBG: 65
○ BKB: 70

Side Special:
Side Special is now Flash Shift from Dread. Homing Missiles were removed,
but you can still use Super Missiles by pressing attack right after inputting Neutral
Special.
It’s a fast dash (FAF F20) with no hitbox.
Much like in Metroid, after you use it, you can chain another two within a short
timeframe (25 frames from the end of the previous one). After that, it goes on a
cooldown (3 seconds).
You also can only use it once per airtime (once as in 1 to 3 if you chain) even
if the cooldown ends.
If you flash shift and are within the chain timeframe, you can cancel regular
attacks (tilts, smashes, aerials, jab and dash attack) into the following flash shift.

Down Special:
Down Special now places you in Morph Ball form. You don’t automatically
drop a bomb and you don’t automatically exit Morph Ball. Instead, when you want to
exit, you press special again.
In Morph Ball form, you can:
● Move around
● Jump and double jump
● Place bombs by pressing attack
● If you have Shinespark stored, Ballspark by pressing shield

Bombs have been changed to be more faithful to Metroid:


● They have a slightly longer lifetime (1 second)
● They float in place instead of falling
● These changes might let you do a certain iconic technique, however
you can only place 8 bombs total per airtime.

Down Tilt:
Down Tilt is now the Slide from Dread. Starting on frame 7, you can jump
cancel out of it, or press special to go into Morph Ball. It also slides off edges.
You can use it during Speed Boost, and if you hold forward, you will go back into
running with Speed Boost before the regular FAF.
● Hitbox duration: F7-F17
● FAF: F38
● Damage: 6.0%
● Angle: 70
● KBG: 50
● BKB: 60
● Shieldstun multiplier: 0.2x
● Additional hitstun: -7F

Up Smash:
Up Smash is now the Melee Counter from Samus Returns/Dread. It’s not a
counter though, it’s just a strong hitting swing. Samus’s arm is invincible during the
active frames.
● Hitbox duration: F8-F10/F11-F13 (early/late)
● FAF: F44
● Damage: 14.0/11.0% (early/late)
● Angle: 80
● KBG: 105/100 (early/late)
● BKB: 40

Dash Attack:
Dash Attack’s late hit is now a lot like Smash 4 dash attack, with combo
friendly properties, as well as having less endlag, again like Smash 4. Besides that,
the move is active for longer.
If you have Shinespark stored, your next dash attack will be Shinespark
instead.
● Hitbox duration: F8-F13/F14-F18 (early/late) -> F8-F11/F12-F21 (early/late)
● FAF: F42 -> F35
● Angle (late): 361 -> 75
● KBG (late): 90 -> 60

Jab:
● Jab 1:
Jab 1 pops up for situational confirms, and you can confirm into Jab 2 like a
normal character now.
○ Angle: 361 -> 70
○ BKB: 25 -> 40
○ Transition to Jab 2 possible starting on: F14 -> F7

Up Air:
● Landing lag: 18F -> 10F
● Initial hit:
○ KBG: 100 -> 33
○ FKB: 90/25 -> 0 (knee/foot)
○ BKB: 0 -> 48
○ Hitbox size (foot): 5.5 -> 5.0
○ Hitbox offset (foot): 1.0 -> -1.0
○ Hitlag multiplier: 1.0x -> 0.75x
○ Additional hitstun frames: -10F -> -3F
● Multihits:
○ KBG: 100 -> 40
○ FKB: 90/25 -> 0 (knee/foot)
○ BKB: 0 -> 48
○ Hitbox size (foot): 5.5 -> 5.0
○ Hitbox offset (foot): 1.0 -> -1.0
○ Hitlag multiplier: 1.0x -> 0.75x
○ Additional hitstun frames: -10F -> -3F
● Launcher:
○ Angle: 70 -> 80
○ Hitbox offset (foot): 1.0 -> -1.0
○ Hitlag multiplier: 1.8x -> 1.5x

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