There are many amazing mods and overhauls that push the boundaries of what Ultimate is, so much so that it becomes extremely different from the base game. Ultimate 14 aims to be a ‘Season 3’ update for Ultimate. Most modern fighting games introduce new universal mechanics while rebalancing the cast, which is the aim of this mod. There won’t be game-changing features like Wavedashing or Ledgehogging, but main features like Parrying and Ledgetrumping become even stronger with reinforced mechanics. Characters in 14 won’t stray too far away from their 13.1 tier list placements, a part from decloned characters. Ultimate 14 is a simple mod that aims the enhance what the base game can offer competitively!
While Link receieved a new design to match his latest game, Mario was somehow left without any new moves. Ultimate 14 unleashes the Pandora’s Box that is Cappy, while reigning in the rest of his moveset.
| Up Smash | Increased active frames by 1 to match Luigi and Dr Mario | |
| Down Air | Final hit Knockback Growth decreased, Angle lowered to 70 | |
| Down Special | Fludd water speed and lifetime decreased | |
Side Special is now a multifaceted tool for recovery, offense, defense, and style! Depending on whether Cappy is out or not, you’ll perform different actions
Press Side Special while wearing Cappy to toss him forward! This comes with a small reflector hitbox that can send projectiles back, similar to how it works in Odyssey. Cappy can be angled up or down, and he’ll bounce on the ground if he hits it. When Cappy reaches his peak distance, hold the special button to keep him there for a few more seconds, or release the special button to have him come right back to you. Cappy has a hitbox going out, staying in place, as well as on the return. If Cappy hits someone while being held by the special button, Cappy will automatically come right back towards Mario. Keep in mind that Cappy can be hit during Cap Toss, and if he is, he’ll flop down, preventing him from being used for a few seconds.
While Cappy is out, press Side Special again to dive. The dive has a pretty weak hitbox, but its main use is for movement.
Link receives a redesigned moveset to match his redesigned look, giving him “DLC treatment”. His reversals might not be as potent, but he still is a strong, defensive character. His recovery no longer relies solely on Bomb Jumping as he has a few new tricks to make it back to the stage, including a unique Wall Climb. To make him stand out further from the other Links, this Link specializes in anti-zoning tools. Both aerial and grounded side special can beat out projectiles (with proper spacing), as well as his Dash Attack and unique Shield Attack. While this Link is a little more slugish than the other Links, he has the tools to outlast the competition.
| Dash Attack | Thrusts his shield forward for a Shield Bash. Similar to Palutena, his arm becomes invincible during the initial hitbox. | |
| Down Smash | The fabled Hero’s Spin, though it has less rotations than its original Up Special counterpart. It also contains a sourspot on Link’s feet to still hit small opponents. | |
| Can now clank with attacks | ||
| Neutral Air | Active frames decreased by 10 | |
| Forward Air | Startup decreased to frame 14, damage decreased to 6%/8% | |
| First hit angles changed so it can combo upon landing | ||
| Back Air | A new backwards sword swing. While it can’t combo, it’s great for picking off opponents behind you | |
| Down Air | No longer pogos, but has a landing hitbox similar to Sheik and Min Min Dair | |
On the ground, Link’s side special has him charging towards opponents, protected by his shield. With 8% armor, and faster running speed, opponents should watch out! The move can be cancelled in three different ways: tilting back (or hitting ledge, or pressing shield) to brake, jumping to jump cancel, and pressing attack/special to perform a thrust. The attack from the shield charge is relatively weak, but the sword thrust is surprisingly powerful. In the air, Link will ride on his shield! If he hits an opponent or projectile with the shield, he’ll bounce of them, which can lead into his aerial combos.
This up special will have Link rise into the air, then slowly decend down, similar to Game and Watch and Peach. On the ground, you can hold the special button to charge up, increasing your launch distance. In the air, you can cancel the move with an air dodge, special, or aerial.
Pressing the special button during shield lets Link do a quick shield attack, in reference to how his Shield Attack functions in his games. His arm is invincible during the active frames of the move. This gives Link a quick Out of Shield option that isn’t as potent as his old Up Special
Like in Breath of the Wild, Link can cling onto walls for a short period of time. Unlike Greninja, Bayonetta, and the other Wall Clingers, Link can move up and down during this state. Moving will deplete your stamina faster, and if you run out of stamina, you enter tumble fall. Make sure you make it back on stage to restore your stamina!
| Jab 1 | Deals additional hitstun | |
| Can transition into Jab 2 sooner | ||
| Jab 2 | Deals more knockback | |
| Forward Smash | Increased range on sweetspot, slightly increased knockback | |
| Neutral Special | Increased recovery frames by 10 for both charged and uncharged versions |
One of the echoes that received the most amount of changes, Dark Samus now acts more like a glass cannon in a similar manner to Mewtwo: strong hits but doesn’t take hits well. It has increased air and ground speed, but much less weight, turning from defensive powerhouse to more of an aggro character that can control space. If you ever felt like you wanted a more aggressive version of Samus, this might be the character for you!
| Run Speed | Increased to 1.705 (similar to Luigi) | |
| Air Acceleration (X) | Increased to 1.1 (similar to Megaman) | |
| Max Air Speed (X) | Increased to 1.2 (similar to DK) | |
| Jump Height (Grounded) | Increased to 34 (Similar to DK) | |
| Jump Height (Aerial) | Increased to 34 (Similar to Pac-Man) | |
| Gravity | Increased to .105 (Similar to King K.Rool) | |
| Fall Speed | Increased to 1.55 (Similar to Palutena) | |
| Dive Speed | Increased to 2.72 (Similar to Zero Suit Samus) | |
| Weight | Decreased to 93 (similar to Joker) |
| Jab 1 | Deals additional hitstun | |
| Can transition into Jab 2 sooner | ||
| Jab 2 | Deals more knockback | |
| Dash Attack | Dash Attack is now the Boost Ball, which provides Dark Samus with a low-profiling combo attack, as opposed to Samus’ stronger dash attack | |
| Forward Smash | Increased range on sweetspot, slightly increased knockback | |
| Up Smash | Dark Samus uses the split kick from one of its victory poses. Moves Dark Samus backwards | |
| Nair Air | A new, singlehit screw attack | |
| Forward Air | A powerful Phazon punch that has increased startup, but increased knockback. This move is a single hit. | |
| Up Air | A two hit kick, similar to Fox’s. It deals less damage and knockback than Fox, but it covers a wider range in front of Dark Samus. Exceptional for juggling! |
Similar to Samus’s charge-based gameplan, Dark Samus can charge Phazon while holding neutral special. Getting hit during this charge, or interupting it with the Discharge attack will remove your current charge. Press Neutral Special to create a blast of Phazon. Fully charged, this move will deal more damage, but will also damage Dark Samus
Can only shoot the Hyper Missile, which uses the same recovery frames and animation as shooting a Super Missile does. Hyper Missiles have less homing sensitivity, but move faster. The missile deals two hits: the first deals strong knockback and the following explosion deals minor, flinchless damage over time.
Similar to Ridley’s Wing Blitz, this move doesn’t have a startup hitbox, but does have a strong, singlehit launcher on movement. Unlike Wing Blitz, Dark Samus can angle this in any direction. Be sure to not hit a wall/ceiling at high speeds, or you will bonk off the side without a jump.
Dark Samus can lay a single bomb that is unaffected by gravity. It deals more damage and pops opponents upwards
Like Sonic, this character is fundamentally amazing. The only changes made were to slightly tighten the window of kill confirms, and to reduce recovery distance.
| | | | | :———– | :—–: | ———– |
| Down Tilt | Uses Smash 4’s animation now |
The princess of sarasaland and the queen of the court is much more different than her diplomatic mushroom kingdom counterpart, and as such a decent amount has been changed about Daisy. Most notably she cannot float, but comes with a uniquely short mini jump that acts similar to float cancelling. To compensate, some of her damage output and launch power has been decreased
| Dash Speed | Increased to 1.87 (similar to Samus) | |
| Run Speed | Increased to 1.625 (similar to Luigi) | |
| Gravity | Increased to .09 (Similar to Rob) | |
| Mini Jump Height | Decreased to 4.5 | |
| Weight | Decreased to 83 (similar to Falco) |
| Up Tilt | Creates a rainbow above her that’s a little better for comboing | |
| Neutral Air | Strong hit damage decreased to 10.5% | |
| Base Knockback increased to compensate | ||
| Forward Air | Uses her tennis racket instead of crown, which increases its range but decreases the power of the sourspot to 10.0% | |
| Angle changed to 42 | ||
| Can reflect projectiles | ||
| Down Air: | A single downward, sweeping kick that can spike, with decent range | |
| Startup: 9 (10 for spike). Active: 9-13, 10-13, 13-15 | ||
| Damage: 11.0/11.0/9.0 Angle: 60/270/60 | ||
| KBG: 90/100/90 BKB: 30/20/30 | ||
| Landing Lag: 8->10 | ||
| Neutral Special: | See below | |
| Side Special: | While weaker than Peach’s, it can stick a flower on opponents | |
| Up Special: | Daisy falls faster, and has less horizontal mobility | |
| Down Special: | Normal Turnips are much more likely | |
| Stitch face cannot be pulled | ||
| Beam Sword replaced with Lip’s Stick | ||
| All Throws | Daisy no longer needs the help of a random blue Toad to throw foes away |
Daisy’s counter now sends a projectile right back at the opponent. This flower ball has 12% base damage, and will stick the opponent with a flower!
Dr Mario now plays more like Mario than Ganondorf. He now uses Mario’s comboing Up Air, and has a new deadly FTilt and Up Throw.
Doc inherits his Movement/Power stat multipliers from Smash 4, so no specifics can be given
| Movement Speed | Increased by 50% | |
| Power | Decreased by 50% |
| FTilt | Damage increased to 12.0% | |
| Knockback Growth increased to 75 | ||
| Start Up increased to Frame 7 | ||
| Cancel Frame increased to Frame 44 | ||
| Neutral Air | Weak hit deals less knockback | |
| Up Air | Now uses Mario’s Knockback stats | |
| Up Throw | Knockback Growth increased to 85 | |
| Down Throw | Base Knockback decreased to 65 | |
| Side Special | Now has a once-per-airtime hop with the same properties as Mario | |
| Down Special | Horizontal distance decreased, vertical distance increased |
Unlike Roy, whose sweetspot takes priority, Marth’s does not, leading to a unique mixture of Melee’s Marth-ritius and a reverse wet noodle. In the right hands, Marth is still very much a deadly character, so not too much has been changed apart from hitbox adjustments.
| Dash Attack | Damage increased (9.0/10.0/13.0->11.0/12.0/14.5) | |
| Neutral Air | Increased Landing Lag 2 to match Roy | |
| Up Air | Active Frames increased by 1 | |
| Landing Lag increased by 1 | ||
| Side Special 4 Upwards: | Decreased knockback | |
| Can cancel 10 frames earlier on hit |
Lucina’s massive change includes her lost Bow article over Side Special. Some of the rest of her kit is now replaced with the various Dancing Blade angles, which tones down some of her range while on the ground. Without the bow, she’s mostly received nerfs but with it, she is a very strong, all-around fighter
All non-new normals, neutral special, and up special deal 0.9x damage
| Up Tilt | Dancing Blade 3 High | |
| Dash Attack | Damage increased to 12.925% | |
| Down Taunt | Lucina’s mask will stay on her face until she down taunts again. This includes keeping her mask on the results screen! |
Replaced with Dancing Blade combo. Rapid Jab is 4 Low, while Gentleman’s is 3 Side (but with increased knockback)
Lucina fires a bow and arrow at the opponent. In the air, she’ll angle the bow downwards, and hop once per airtime upon firing
BotW Link got a massive overhaul with this patch, so Young Link has been toned down to become more of a replacement to the old Adult Link
| Dash Speed | Decreased to 2.0 (similar to ROB) | |
| Run Speed | Decreased to 1.6 (similar to Ryu) | |
| Jump Height | Decreased to 30 (similar to Simon) |
| Neutral Air | Startup increased to frame 6 | |
| Forward Air | Recovery frames increased by 9 | |
| Increased landing lag to 9 | ||
| Up Air | Startup increased to frame 9 | |
It is every mod’s rite of passage to change Ganondorf’s moveset, and there’s no shortage of changes here. Ultimate 14 Ganondorf is a hybrid sword-fighter and brawler, similar to Ridley. His new normals increase his range, while his new specials help improve his recovery. Agility is still his main flaw, but now his jump height is increased to help improve his combo game. For 3 games in a row, Ganondorf has been one of the worst in the game but now, at least he’s a commendable low-mid tier.
| Jump Height (Ground) | Increased to 30 (similar to Simon) | |
| Jump Height (Aerial) | Increased to 28 (similar to Roy) |
| Jab | His old F-Tilt, now sporting similar frame data and damage to his original jab. | |
| Forward Tilt | A simple sword swing that moves Ganondorf forward and comes out frame 14. This move cannot be angled, but covers a decent range below and in front of Ganondorf. | |
| Up Tilt | An upwards up with the hilt of his sword. Decent for comboing into aerials, and has very low recovery frames | |
| Back Air | Swings his sword behind him. This turns Ganondorf around similar to Marth. Has fast startup for how powerful this move is | |
| Forward Throw | Now uses his old Forward Smash animation while keeping the same frame data and damage as his original Forwad Throw | |
| Side Special (Air) | Upon grabbing an enemy, Ganondorf will transition into his old Up Special grab. No longer will Ganondorf and his opponent plunge towards the blastzone, though this does remove tech chasing from the Aerial version | |
| No longer goes into freefall from a failed Side Special, however Side Special can only be used once per airtime | ||
| Angle increased to 50, KBG reduced to 88 | ||
It’s not a real mod if Ganondorf doesn’t have a float! Similar to Dark Pit, Ganondorf can cancel this move with aerials at any point after rising. Unlike Dark Pit, Ganondorf will not turn around in the air during his float. Cancelling it the frame you rise into the air gives you a Super Jump! His float only lasts for 2 seconds, and you will need to land to start recharging your fuel. Becareful about getting hit during this move while offstage!
One of the most popular competitive characters, and for a good reason. He has a mix of easy to use, but very potent kill power. These changes help hold back some of his kill power, without drastically affecting him as a character.
| Dash Attack | Damage increased (9.5/13.0->9.5/13.5) | |
| Forward Smash | Damage decreased (12/17/20->10.5/15.5/18.5) | |
| Up Air | Active Frames decreased by 1 | |
| Landing Lag increased by 1 | ||
| Side Special 4 Upwards: | Decreased knockback | |
| Can cancel 10 frames earlier on hit | ||
| Up Special (Ground): | Increased KBG by 10 |
An echo of an echo? Similar to Lucina, Chrom is already a very solid echo fighter, save for his notoriously subpar recovery. These changes help remedy some of Chrom’s recovery, making it a little bit in tune with Roy. Chrom also has had applied the various Fire Emblem balance changes.
All normals, neutral special, and side special deal 0.9x damage
| Dash Attack | Damage increased (12->12.75) | |
| Forward Smash | Damage decreased (18->16.5) | |
| Neutral Air | A shorter Aether that has a multihit hitbox, similar to Byleth and Mythra’s nair | |
| Down Air | Sweetspot adjusted to be lower, making it resemble the sword rather than the hilt (like Roy has) | |
A slightly redesigned Soaring Tempest that allows Chrom to recover more reliably. Pressing Up Special will have Chrom do an armored super jump, where he’s free to grab the ledge. If you hold Special during the jump, he will transition into Aether, spinning down towards the stage (or blastzone). The spin deals moderate damage and knockback
| Forward Tilt | Tipper hitbox now takes priority, though the width of it has been shrunken slightly. Players will be able to hit the tipper more consistently now. | |
| Up Tilt | first hitbox has been lowered | |
| Neutral Air | Start up increased (4->6) | |
| Has a landing hitbox (Dragdown Nair Rework) | ||
| Down Air | Sweetspot size has been increased | |
| Sourspot starts one frame earlier |
Dark Pit is a bit more of a zoner than Pit is, sporting an incredible new recovery and projectile while losing some of the long-lasting aerials. Pit’s intricate drag down aerial combo game has been more streamlined akin to Lucina and Sephiroth. He has to be more precise with his aerials, but they often lead into guaranteed combos or put the enemy in disadvantage. Summon Orbiter can let Dark Pit hide behind the advancing orbitor
| Pit Changes | Dark Pit’s Tilts, Neutral Air, Down Air share the same changes as Pit | |
| Forward Air | An overhead swing that covers more range, but doesn’t last as long | |
| Up Air | The classic swordsman upair, launches foes further than before, but cannot drag down opponents. The later half of the move has a weaker hitbox that can be used to combo into moves at higher percents | |
The return of the legendary Brawl recovery. Gifted with Pandora’s Power, Dark Pit can take full control over how he flies. While the recovery is much slower than Pit’s, Dark Pit can turn midair and attack with an aerial whenever he pleases! Cancelling the attack during the initial rise will give Dark Pit a Super Jump. Similar to Rob, the Villagers, and Olimar: Dark Pit will need to recharge his power by first landing. If you get hit off stage with no fuel, it might just be over for you!
Similar to Palutena’s Reflection Board, except it will destroy all projectiles on contact instead of reflecting them. The shield also doubles as an attack, sending opponents upward. Physical attacks can break the shield, and the cooldown is much longer than Pit’s.

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Lucas’ notable changes come with his new Neutral and Down Specials. Rather than pulling from Kumatora’s ability pool, or borrowing from Ness’, Lucas now has his unique PK Lifeup for healing himself AND allies, as well as PK Counter.
| Up Tilt | Linking hitboxes now properly link into the launcher | |
| Neutral Air | Now has a landing hitbox | |
| Forward Air | Damage increased to 13.5%/10.0% | |
| Back Air | Damage increased to 15.0%/12.0%/9.0% | |
This move is dedicated towards either healing yourself, or your teammates in Team Battles! Enemies won’t receive a heal, however they can interrupt your move. This move takes 30 seconds to recharge to full strength, but the move can still be used without being at full power. If you get interuptted before casting the attack, instead of being put at 100% cooldown, you will be put 50% closer to the full cooldown. This way, if you are interrupted while completely fresh, you’ll have a 15 second cooldown, but if you are interrupted while 50% fresh, you’ll have a ~23 second cooldown.
Lucas’ PK Fire received a visual upgrade to look a little more like PK Flash. It still functions the same, though it deals electric damage instead of fire damage
Works exactly like the Fire Emblem counters, with a 1.3x multiplier. Lucas retains his unique momentum during this state.
How does one balance the fastest thing alive while trying to keep his moveset interesting? The aim of this overhaul is to tone down his damage (his tilts are already a good example of this), remove some of his long-lasting hitboxes and disjoints, and reduce how mobile he while airborne. In exchange, Sonic gets more moves that can lead into combos, a more refined Homing Attack that won’t have sonic hurling towards the blastzone, and a stylish move that can be used both on and off stage for combos. He’s still very much a top 10 character, but he might not be powerful enough to be considered the same tier as a character that can make stage collision wherever he wants…
Most of his stats have been reworked to be similar to other fast characters like Captain Falcon and Roy, which means his new “fast faller” nature will increase the rewards players get when they finally catch up to Sonic and land a hit.
| Dash Speed | Decreased to 2.0 (similar to Wolf) | |
| Air Speed (X) | Decreased to 1.15 (similar to Mii Brawler) | |
| Air Accel (Y) | Increased to 0.12 (similar to Captain Falcon) | |
| Fall Speed | Increased to 1.8 (similar to Roy) | |
| Dive Speed | Decreased to 2.64 (similar to Mii Swordfighter) | |
| Weight | Decreased to 80 (similar to Zero Suit Samus) |
| Forward Tilt | Now a single hit kick that starts on frame 8. Deals 8.5/6.0% | |
| Down Tilt | Angle increased to convert this move into a combo starter | |
| Forward Smash | Damaged reduced to 13.0% | |
| Active frames reduced by 1 | ||
| Up Smash | Sourspot hitbox converted into a 1.5% linking hitbox, similar to Marth’s | |
| No longer multihits, with the main hitbox dealing 11.0% and strong knockback | ||
| Down Smash | Sonic Flare, a breakdancing move that has a strong hitbox in front for a few frames, and a weaker one behind some frames later. | |
| Deals 12.0% and 8.0%, does not hit below the ledge | ||
| Neutral Air | Animation cleaned up to have Sonic spin in place, while reducing some active frames. Functions more similarly to DeDeDe Nair than Wario Nair now | |
| Removed final weak hitbox | ||
| Damage reduced to 8.0/6.0% | ||
| Angle decreased to 65 | ||
| Forward Air | A two hit cyclone kick inspired by various GBA/DS moves, as well as Joker and Zero Suit Samus’. | |
| Deals 2% and 7%, first hitbox can be used to combo from | ||
| Back Air | Damage reduced to 10.0/6.5%. Knockback increased | |
| Hitbox sizes reduced by 1 unit | ||
| Up Air | Damage reduced to 2.0/6.0%. Knockback increased | |
| Added a priority hitbox in the center of the move to help connect hits 1 and 2 better | ||
| Up Special | Comes out frame 10 instead of 4 | |
| Reduced height gained | ||
| Down Special (Ground) | Uses the original Side Special’s properties instead, meaning this will loose to shields and will launch foes upward on hit | |
| Down Special (Air) | Replaced with the Drop Dash. Hold the special button to continue charging, and once you land, you’ll instantly perform a Spin Dash! This move can be B-Reversed in the air, so get tricky with your movement. | |
A staple of Sonic’s modern movesets has been generating a cyclone from his speed, so what better Neutral Special than Sonic Heroes’ Blue Tornado attack? While this move takes a solid 18 frames to start up, this long lasting hitbox will keep enemies stuck in the eye of the tornado, until both Sonic and everyone are shot upwards, with Sonic having some advantage frames. In the air, this move starts a bit below Sonic and comes out 3 frames faster, which can be great after footstooling an opponent or trying to catch a recovery.
Similar in function to the original Homing Attack, this adjusted version can no longer be charged and only detects opponents in front of Sonic (or extremely close). While this move is heavily nerfed in terms of damage and losing the back air kill confirm, this move becomes a much better recovery tool when there’s no opponents around, functioning more like his Air Dash / Homing Attack in his modern games. When homing in, Sonic will have a more linear trajectory towards his opponents, and will bounce above them instead of in front of them. This might leave Sonic more vulnerable on shield, but on hit this can lead into an aerial for extra damage.
Toon Link has already been made different than the other Links, though not by much. This patch gives him some unique properties to his specials.
| Run Speed | Decreased to 1.65 (similar to Olimar) | |
| Jump Height | Decreased to 32 (similar to Charizard) |
| Forward Tilt | Active frames reduced by 2 | |
| Down Tilt | Animation adjusted to a low poke, better reflecting its knockback properties | |
| Knockback slightly reduced | ||
| Forward Smash | Animation adjusted to no longer hit low opponents | |
| Forward Air | Startup increased to frame 17 | |
| Up Air | Uses a new animation that has him swing his sword upwards like most other sword characters. Has less active frames, but damage and knockback are the same | |
| Startup increased to frame 15 | ||
| Landing Lag decreased to 9 | ||
| Neutral Special | Reaching full charges transforms the arrow into a light arrow. Light Arrows travel 2.5x faster, aren’t affected by gravity, and deal increased knockback! | |
| Up Special (Grounded) | A single spin that starts on frame 7 | |
| Damage increased to 12% (+charge multiplier), with knockback increased as well | ||
| Can now clank with attacks | ||
| Up Special (Grounded, Max Charge) | Retains the same amount of spins as vanilla | |
| Increased SDI multiplier | ||
| Increased start up to 7 to match vanilla BotW Link | ||
| Toon Link can move during the multihit phase | ||
As an homage to the Wind Waker, Toon Link can hold the special button to search for targets! Toon Link can only target opponents in front of him. Once an icon flashes over an opponent, the boomerang will lock on to their location for up to two seconds. If you don’t want the boomerang to seek opponents, simply release the special button before frame 8 and it will act as normal. The boomerang is unaffected by flicking the stick, which means its damage output is relatively low.
Ridley sits in a very unique spot in the 13 meta: he goes toe-to-toe with many top and high tiers, but suffers against those with multiple projectiles. These changes make the demon in the skies much more threatening in the air, while dampening some of the chaotic power of his smash attacks.
| Forward Tilt | Hitbox placements slightly adjusted | |
| Up Tilt | Knockback gain decreased | |
| Down Tilt | Knockback adjusted to work better as a late-percent combo tool | |
| Forward Smash | Recovery frames increased | |
| Up Smash | Active Frames shifted earlier by one frame | |
| Neutral Air | Landing Lag Decreased | |
| Knockback Gain Increased | ||
| Forward Air | Landing Lag Decreased | |
| Back Air | Knockback Increased | |
| Damage Increased | ||
| Up air | Landing Lag Decreased | |
| Sweetspot size increased | ||
| Plasma Breath (Neutral Special) | Damage decreased | |
| Space Pirate Rush | Start Up Decreased | |
| Recovery frames on fail and on jump cancel decreased | ||
| Wing Blitz (Up Special) | Damage decreased on Forward, Back and Up angles | |
| Skewer (Down Special) | Sweetspot deals additional shield damage |
Simon sports new long ranged attacks to better fit the Classicvania style of gameplay
| Down Tilt | Hits the ground below him with his whip. The tipper can launch foes up and back, perfect to follow up with Up Air. Deals 10.0%/8.0%/2.0% | |
| Dash Attack | A charging tackle attack. The strong hit deals 12% while the weak hit deals 9.0% | |
| Neutral Air | Has a landing hitbox (Dragdown Nair Rework) | |
| Forward Air | Frame Data now matches Back Air’s | |
| Down Special | Can be B-reversed | |
Similar to Up Air, strikes his whip downwards. This move can only spike opponents if it hits a grounded opponent, or if the whip does not touch the stage. This move also can’t go through the stage (unlike how Sephiroth’s can), but can go through platforms. This move also cannot tether to the ledge. Deals the same damage as up air
Richter remains mostly unchanged so that he can be compatible with Alucard, but he can still receive attribute changes to further him apart from Simon.
| Weight | Decreased to 90 (similar to Marth) |
| Down Tilt | Increased damage to 7.0% and increase knockback and angle, acting more like other sliding Down Tilts | |
| Has a sourspot from frames 14-24 that sends at a lower angle with 5% damage | ||
| Recovery Frames reduced by 5 | ||
| Down Tilt 2 Cancel Window reduced by 8 | ||
| Dash Attack | Now instantly does Down Tilt 2 | |
| Neutral Air | Has a landing hitbox (Dragdown Nair Rework) | |
| Forward Air | Frame Data now matches Back Air’s | |
| Side Special | Performs his old Dash Attack (Blade Dash). Can be used in the air for a solid recovery | |
| Down Special | Can be B-reversed | |
| Holy Water moves forward, popping opponents upward on contact | ||
| Fire lifespan reduced to 30 frames | ||
| Fire gravity increased | ||
Richter uses a different sub weapon than Simon that is somewhat similar to Leaf Shield. Each book can block a weak projectile and deal damage to enemies. Unlike Leaf Shield, Richter can still grab ledges, and once the book barrier breaks, you can perform any attack (besides neutral special)
Alucard is compatible, but due to current Smashline 2 limitations, there may be some unintended behavior with either Alucard or Richter. Make sure to use the most recent Alucard SSM mod, alongside patching the config.json folder with the one provided in Ultimate 14
Isabelle’s aerials have been altered to help encourage her to move up close to the opponent, as opposed to Villager who enjoys camping behind trees.
| Forward Air | Slings a massive wad of Bells for 12% damage, very similar to Villager’s Axe but with more startup | |
| Back Air | Sweeps the air behind her for an 8.0% combo starter. This move has very little end lag and landing lag! | |
| Up Air | Pops her umbrella. Deals the same knockback as her original up air, but the hitbox is moved higher up. Once per air time, she’ll be able to bounce upwards in the air | |
| Down Air | Drops a pot downwards, similar to Megaman’s Hard Knuckle. The first 3 frames can spike opponents. | |
| Down Special | Lloid’s detection radius has been increased | |
| Lloid’s HP increased to 12, Lloid’s max lifetime increased to 20 seconds | ||
| Grounded detonation can now hit opponents as well as Isabelle | ||
Similar to Banjo, this DLC character doesn’t QUITE have the “DLC” feeling. Most of these changes help Piranha Plant’s lackluster combo game
| Down Tlt | Now sends towards Plant | |
| Neutral Air | Always sends forward | |
| Hitbox duration increased to frame 26 (launcher on 28) | ||
| Has a landing hitbox (Dragdown Nair Rework) | ||
| Forward Air | Landing Lag decreased (13->9) | |
| Back Air | Hitbox raised slightly to better match visuals | |
| Up air | Startup decreased to Frame 5 | |
| First Active Frame decreased to Frame 35 | ||
| Side Special | If Plant uses an empty side special near its own poison cloud, the poison cloud will get pushed further | |
| Piranha Copter” (Up Special) | Distance reduced |
While there are a plethora of changes, there’s a solid mix of buffs and nerfs. Buffs often help his subpar damage output (characterized by Kazooie hitboxes) or his absurd landing lag. Nerfs target some of his faster out of shield options, as well as a slight nerf to stalling
| Up Tilt | New weaker hitbox on base of Banjo | |
| Recovery frames increased | ||
| Down Tlt | Active frames decreased by 1 | |
| Up Smash | Start Up Increased by 1 | |
| Knockback growth of last hit increased | ||
| Neutral Air | Always sends forward | |
| Landing Lag decreased (16->13) | ||
| Has a landing hitbox (Dragdown Nair Rework) | ||
| Forward Air | Landing Lag increased (11->13) | |
| Back Air | Landing Lag Decreased (18->14) | |
| Damage increased | ||
| Up air | Damage increased | |
| Breegull Blaster (N. Special Stance) | Kazooie unequip recovery frames decreased (12->8) | |
| Can perform Forward Tilt (Beak Bayonet) by inputting a smash attack (This also removes Kazooie Fast Cancelling) | ||
| Shock Spring Jump | Pad hitbox increased | |
| Minimum launch time decreased | ||
| Rear Egg / Grenade Egg / “Grenegg” (Down Special) | Egg damage decreased | |
| Can now hold grab to automatically equip grenegg | ||
| Timer increased | ||
One of the characters that received the most changes in Ultimate 14, most of which are nerfs. Minmin wasn’t completely gutted at all, but you’ll find her easy-bake edgeguard is mostly gone, and that whiffing moves in neutral is slightly more risky.
| Stats | Weight reduced (104->94) | |
| Air Speed (x) increased | ||
| Down Tit | Slide distance decreased | |
| Dash Attack | Start up increased | |
| Recovery frames increased | ||
| Up Smash | Start up increased | |
| Reflector now only active on legs | ||
| Reflector attack multiplier decreased | ||
| Neutral Air | First Active Frame increased | |
| Down Air | Landing hitbox size decreased | |
| Landing hitbox base knockback decreased | ||
| Up Throw | Knockback gain decreased | |
| Up Special (Air Attack) | Up Special can now be angled slightly | |
| Sends more vertically | ||
| Increased knockback |
| RamRam | Ram Ram now launches upwards, with the Projectile launching less vertically after disengaging from the arm | |
| Knockback decreased | ||
| Nair Landing Lag: 11 Frames | ||
| Megawatt | Smash and Charged attacks deal less damage | |
| Has more significant rewind frames | ||
| Nair Landing Lag: 15 Frames | ||
| Dragon | Laser Detection range decreased | |
| Launches slightly more vertically | ||
| Nair Landing Lag: 12 Frames |
Let’s be honest, this is what you came here for. There might be quite a few changes here, but nothing that puts Steve out of the running for Top 5. The two biggest changes are to UpTilt and Weapon Hitboxes. UpTilt is made slower, so you can’t just hold the A button. Its aerial counterpart acts more like its grounded variant, which means Up Tilt ladders end sooner. Weapon sourspots now no longer get upgraded alongside the current material. In practice, it won’t change too much, but this does make it so Diamond Back Air’s armpit hitbox won’t kill until much later. Across the board, Steve has receieved slight damage reducations to account for Diamond tools. As a consolation prize, blocks now decay less when you stand on them, and they also decay less over time. Steve’s up smash is also much safer to use.
| Stats | Weight reduced (92->83) | |
| Jab / Forward Tilt / Neutral Air / Short Hop Forward Air / Short Hop Back Air | Durability degradation increased (2->3) | |
| Base knockback increased | ||
| First Active Frame increased | ||
| Up Tilt / Up Air | Total frames increased (12->16 for gold, 16->22 for others). This adds 2 frames to startup. | |
| Damage reduced by 1% | ||
| Forward Smash | Damage reduced by 1.25% | |
| Up Smash | Up Smash has been reworked quite a bit, with Steve spawning the magma block before the move is chargeable. While charging, the magma block has a consistent hitbox (with increased SDI mutlipler, think similar to PK fire). This makes this move safer on whiff, but less potent on hit. | |
| Launching hitbox removed | ||
| First active frame heavily reduced | ||
| Sourspot now exists when no pickaxe is equipped | ||
| Sourspot active frames adjusted, now activates 4 frames before main hitbox, and gets removed 3 frames after main hitbox gets removed. Can launch opponents into the main hitbox from behind so…be careful. | ||
| Final hit will degrade weapon durability by 7.5 (Forward and Back Air degrade by 6.5). If the current weapon is wood, weapon durability receives double degradation. | ||
| Down Smash | Angle sends more upwards | |
| Forward Air | Damage reduced by 1.5% | |
| Back Air | Damage reduced by 1.5% | |
| Up Air | Frame Data and Animation now matches Up Tilt (increasing total frames). Note that this does not allow Steve to build a block below him to create UpTilt Ladder Combos as easily as before. | |
| Down Air | No longer stalls in the air when Anvil fails to spawn. | |
| Damage is now based on distance traveled, which does mean a point-blank anvil won’t kill until much later | ||
| Landing hitbox damage decreased | ||
| Side Special | ||
| Minecart | Minecart’s grab strength decreased | |
| Powered Minecart knockback decreased | ||
| Down Special | First explosion hitbox deals damage to Steve |
| Crafting Table | Crafting Table will now received 1/4th hitstop from attacks, instead of 1/2th | |
| Crafting Table can no longer be summoned with Iron | ||
| Crafting Table now requires more materials to summon (4->6 Stone, 2->4 Wood) | ||
| Upon breaking, Crafting Table cannot be respawned for 15 seconds | ||
| Block durability | Wood and Stone blocks have 2% less HP | |
| Blocks lose less HP over time | ||
| Blocks lose less HP over time when standing on the block |
Sephiroth’s main feature in Ultimate 14 is a slightly retooled Wing Mechanic. His base stats have been improved to be slightly closer to his original Winged stats, while his winged stats are closer to his new base stats. Wing now acts more like an extra defensive mechanic, rather than a true comeback mechanic, as the damage bonus has been reduced notably, but he now receives increased shield health.
| Base Stats | Run Speed Increased | |
| Air Speed(X) Increased | ||
| Weight Increased (79->91) | ||
| Wing Stats | Damage Bonus Reduced (1.3->1.1) | |
| Run Speed Bonus Reduced | ||
| Increases shield max health | ||
| Up Tilt | Animation sped up | |
| Down Tilt | Slide speed decreased | |
| Forward Smash | Knockback increased | |
| Now has full priority on the move | ||
| Down Smash | Shield damage increased on grounded sweetspot | |
| Neutral Air | Now has a late hitbox | |
| Forward Air | Wall Stick FAF reduced | |
| Pogo Jump FAF reduced | ||
| Back Air | Knockback decreased | |
| Up Air | Sephiroth no longer breaks his kneecaps upon landing (Landing lag reduced) | |
| Side Special | Start up increased | |
| Deals additional hitstun | ||
| Up Special | Blade Dash and Octaslash recovery (and landing) frames reduced | |
| Hitstop reduced on Octaslash | ||
| Down Special | Counter multiplier decreased | |
| Counter Flash size decreased |
Both Aegis sisters have been toned down slightly to make them less linear. This involves a set of buffs to their recovery and improvisation, while taking away from Mythra’s speed and Pyra’s power. The standout features include being able to use Art Cancelling to chain Special Moves into each other for extra damage, cancelling attacks earlier to switch blades, and Pyra being able to use more attacks while her sword is out during Blazing Edge.
Pyra can cancel Neutral Special, and Mythra can cancel Neutral and Side Specials into another special attack (before the final hit) if you successfully hit an opponent. Doing so well make the next special deal 0.8x less damage. Both sisters can cancel the last 10 frames of a tilt, smash, aerial, or throw into Switch.

| | | | | :———– | :—–: | ———– | | Walk Speed | | Increased to 1.0 (similar to Mii Gunner) | | Dash Speed | | Increased to 1.74 (similar to Mii Swordfighter) | | Run Speed | | Increased to 1.58 (similar to Mii Swordfighter) |
| Forward Tilt | Removed shield stun multiplier | |
| Knockback reduced | ||
| Up Smash | Active frames decreased, recovery frames decreased | |
| Knockback reduced | ||
| Neutral Air | New animation that increases the range of neutral air, while decreasing active frames | |
| Angle decreased to 66 | ||
| Knockback reduced | ||
| Forward Air | Start up increased by 2 | |
| Back Air | Adjusted the offset hitbox, decreased size | |
| Up Air | Has a weak hit beginning on frame 14 that deals 8% damage | |
| Down Air | Knockback reduced | |
| Similar to other swordfighter dairs, the first frame no longer spikes | ||
| Neutral Special | Recovery frames increased by 10 | |
| Recovery frames increased by 10 | ||
| Final hit active frames reduced by 4 | ||
| Side Special | While Side Special is out, Pyra can now throw items, jab, rapid jab, and grab | |
| Sword multihit animation sped up, reducing active frames by 10 | ||
| Sword final hit damage decreased to 8% | ||
| Up Special | Startup increased to Frame 18 | |
| Pillar Knockback decreased | ||
| Spike no longer uses fixed knockback but has 1% less damage | ||
| Fire Pillar deals 2% less damage and reduced knockback | ||
| Vertical distance reduced | ||
| Down Throw | Without a sword in hand, deals 4% less damage and less knockback |

| | | | | :———– | :—–: | ———– | | Walk Speed | | Decreased to 1.3 (similar to Falco) | | Dash Speed | | Decreased to 2.25 (similar to Mii Mewtwo) | | Run Speed | | Decreased to 2.2 (similar to Ridley) |
| Up Tilt | Recovery frames increased by 2 | |
| Forward Smash | Recovery frames increased by 2 | |
| Neutral Air | Landing Hitbox only spawns if landed during multihit (Dragdown Nair Rework) | |
| Recovery frames increased by 3 | ||
| Up Air | Recovery frames increased by 5 | |
| Side Special | Can more reliably grab ledges |
This character was the result of crunch, and now we have the technology to remedy that. Kazuya is still an overall strong fighter, but his hitboxes have been soothed over, Electric Wind God Fist and Left Splits Kick act a little more like its Tekken counterpart, and Kazuya was made slightly more mobile.
| Stats | Jumpsquat reduced (6->5) | |
| Weight reduced (112->110) | ||
| 66A (Left Splits Kick): | Reflector power reduced (2.4x->2.0x) | |
| Reflector | Reflector speed reduced (1.8x->1.5x) | |
| Reflector size reduced | ||
| Who on the dev team said this move should reflect?!? | ||
| Attack | Active Frames reduced by 1 | |
| Damage reduced (18->14) | ||
| Spikes grounded opponents at the tip | ||
| Crouch jab | Sends aerial opponents further outward | |
| Removed extra hitboxes | ||
| Reduced inward range on non-downed hitboxes | ||
| Reduced additional hitstun (16->12) | ||
| Up Smash | Knockback gain reduced | |
| (Electric) Wind God Fist | Electric version no longer paralyzes. Instead, it has an electric effect and altered hit sound effect. Kazuya can still combo into Up Smash at late percent, but now the window is much tighter. | |
| Electric added hitstun reduced (19/14->17/13) | ||
| Electric damage increased (14.5/14->15.5/15) | ||
| Normal Sourspot angle made slightly more vertical (73->75) | ||
| Added hitstun reduced (15/13->13/10) | ||
| Resolved issue that last active hitbox had additional hitstun than the rest of the move | ||
| Down Special (Heaven’s Door) | Armor now only activates on successful catch | |
| Removed non-downed attack hitboxes | ||
| Rage Drive | Input Damage Reduced (16.0,13.0/18.0->15.6,13.8/18.0) | |
| Landing collateral hitbox damage and knockback reduced | ||
| Landing throw damage halved. Knockback increased to compensate |
Wuboy (Custom Variable Module)
Sushiiz (Mario Captoss Animations)
LKE Studios (converted Pit Up Special Animations, Brawl Up Special scripting collaboration)
HDR Dev Team, PhazoGanon (misc coding reference)