Smack Studio / Spamton NEO

Template
Overview
Frame Data Key
Jump Direction
Normal Attacks
Jab
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
Strong Attacks
Side Strong
Up Strong
Down Strong
Aerial Attacks
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Special Attacks
[Heart] ON A [Chain]
FLYING [Heads]!
SPAMTON'S [Comeback Special]!
A MAN OF THE [PIPIS]
I'M SO [Proud] OF YOU, I COULD [Killed] YOU!
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
[Power of NEO]
Other Things
Taunt
Alternate Colors
Update History
v2.1
v2.0
v1.1
v1.0



- Smack Studio: Spamton NEO -
Spamton NEO


1.35

2.5

25

5.5

13.0

4.5

23.0

1.95

0.96

8.75

5

Z_BOF_SpamtonNeo

OVERVIEW

Spamton is a projectile-based fighter with unique mobility options, especially in the air. He plays well at all ranges, and controls the screen quite well.

Spamton's projectiles are at the core of his gameplay. [Heart] ON A [Chain] covers a large area, and is diffiult to avoid. FLYING [Heads] doesn't do a lot to hurt the opponent, but can be incredibly annoying to deal with. Side Strong has significantly more power than those two, but is much slower to create. Finally, A MAN OF THE [PIPIS] creates what is essentially a time bomb, that creates a difficult to deal with high damage homing projectile if it isn't dealt with.

Spamton's mobility is notable, but not for his speed. He has nearly avarage mobility in all base categories. However, he has 5 jumps in the air, letting him traverse the skies with ease. Adding to this, all of his aerials effect his mobility is unique ways. Notably, down air gives him a good boost upwards, and back air gives him a massive boost forward when used near the ground. He also has options on the ground such as down tilt or dash attack to give him even more mobility.

The main downsides to Spamton's gameplan are his survivability and frame data. He doesn't last very long, and gets killed relatively early. His frame data is generally bad, especially for his long ranged moves. Most notably, his grab has over double the startup of most grabs to make up for its long range. His projectiles are also slow to come out, making him need to chose specific options up-close.

 Spamton NEO is a projectile-based, high mobility fighter that controls the screen and pressures the opponent.

PROS   /   CONS
  • Range: Spamton has a large variety of projectiles, allowing him to consistantly attack from afar. He also has long ranged attacks in general, such as grab or down strong.
  • Mobility: Spamton only have average base mobility speed, but has many unique ways to move around. He has 5 midair jump, giving him excellent recovery. All of his aerials effect his movement in some way, giving him even more ways to move. Finally, his up special goes very far, giving him the ability to recover from almost anywhere.
  • Damage: Spamton tends to do above average damage due to all of the sources of damage he creates. His attacks combo into each other well, and his projectiles add on smaller amounts that quickly add up.
  • Pressure: Due to all of the projectiles he creates, especially Pipis, Spamton can put a lot of pressure on the opponent and force them to deal with him.
  • Vitality: Spamton has a poor defense multiplier, getting him killed earlier than many other characters.
  • Frame Data: Spamton has slow frame data overall, especially on his longer ranged moves. This can make it more difficult to use things up close, especially attacks such as grab.
  • Kill Power: Many of Spamton's attacks have below average kill power, giving him only a few options to kill with.
Unique Mechanic: Jump Direction
Spamton can change his current direction during a double jump by holding the direction on the first frame of the jump. This can be avoided by pressing jump before the opposite direction.
Frame Data Grid Key
Frame Data Bar Key

- Normal Attacks -
Jab
Jab 1 Jab 2 Jab 3
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab 1
2%
3.0
0.01
 40
2
3
9
-
Jab 2
Jab 2
3%
3.0
0.01
 40
2
3
9
-
Jab 3
Jab 3
6%
8.0
0.08
 70
3
5
15
-
-
Jab 1:
 Total: 14
Jab 2:
 Total: 14
Jab 3:
 Total: 23
  - Forward velocity on 2~13F.

Two arms swings followed by a kick. The arm swings are Spamton's fastest attack, and cover a decent area. Jab 2 is identical to jab 1, but a bit larger and a bit more damaging. They are also decent anti-airs, but are overshadowed by Up Tilt.

Jab 3 launches the opponent into the air, and has respectable kill power.
Forward Tilt
The big hitbox is the windbox
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
7% [0%]
6.0 [3.5]
0.07 [0.01]
 35 [
 10]
7
5
14
-
-
[ ] Values represent the windbox
Forward Tilt:
 Total: 26
  - Wing hitbox reflects projectiles.

A multi-purpose wing flap. The wing's range is relatively poor, but the large windbox makes it cover a decent area. The projectile reflection also allows Spamton to counter opponents trying to reflect his many projectiles.
Up Tilt
Who gave Spamton a 6P?
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Tilt
6%
9.5
0.04
 80
4
5
10
-
-
Up Tilt:
 Total: 19
An upwards shout with very generous low profile. It acts as an incredible anti-air, as aerials will often whiff over the low profile. It can, however, have some issues hitting grounded opponents, and its horizontal range is quite low.
Down Tilt
Have fun trying to hit this...
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
6% [4%]
6.0 [5.0]
0.07 [0.05]
 70 [
 60]
3
11
8
-
Jump (On Hit)
[ ] Values represent the sourspot
Down Tilt:
 Total: 22
  - Forward velocity on 1 ~ 19.
  - Goes off platforms.

A long distance slide with evasive movement. Spamton goes incredibly low to the ground during it, and can slide out of the way of attacks. Dashing before use allows Spamton to go much farther, acting as an escape and approach tool. It can also be jump canceled, allowing for combos intro aerials.
Dash Attack
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
End on Ground
11% [7%]
9.0 [6.0]
0.11 [0.08]
 30 [
 40]
4 + Charge + 2
9
17
-
-
End in Air
11% [7%]
9.0 [6.0]
0.10 [0.08]
 30 [
 40]
4 + Charge + 2
13
14
-
-
[ ] Values represent the sourspot
Land on Ground:
 Total: 29
End in Air:       
 Total: 32

  - Ground version: Forward velocity on 1~15F.
  - Air version: Forward velocity on 1~32F.
  - Frame data varies based on if Spamton jumps off the platform or not.
  - Running off the ledge allows the move to be charged mid-air.

A leapinng body slam. Due to Spamton's unusual side strong, this acts as a surrogate side strong. In this role, it is a bit weaker than other strong attacks, but a good bit faster. Running off the ledge before use allows Spamton to charge in mid-air.
- Strong Attacks -
Side Strong
The Big ShotTM
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Strong
-
-
-
-
20
P
30
-
-
Projectile
12%
3.0
0.135
 50
-
80
-
-
-
Forward Strong:
 Total: 50
  - Backwards velocity on 20~40F.
  - Projectile has 8 degrees of homing.

A slow but very strong long-ranged projectile. While poorly suited to close range, it ties together Spamton's long range presence by giving him a truly threatening projectile. All of his other projectiles deal low damage and knockback, acting as more of an annoyance. This one is his slowest, but deals high damage and knockback.
Up Strong
"HELLO? BASED DEPARTMENT!?" "... IT'S FOR YOU."
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
2% x6, 5%
11.0, 1.0 x5, 7.0
0.00 x6, 0.13
 95,
 90 x6
6 + Charge
6 (8) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 2
11
-
-
Up Strong:
 Total: 43
  - Hits above Spamton on frame 21.

A multihit anti-air with deceptive frame data. While the phone swing comes out quite fast, the main vertical hitbox doesn't come out until frame 21. This makes it better when used preemptively, as the high active frames of the head spray can easily catch opponents in the air, but it can take too long if used too late. It is also a good combo tool after up tilt. Dashing before use greatly extends the effective range of the phone swing, which otherwise has pretty poor range.
Down Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
11%
9.0
0.12
 
12 + Charge + 1
6
19
-
-
Down Strong:
 Total: 38
  - Front hit knockback:
 50
  - Back hit knockback:
 130

A very slow phone swing that covers an immense amount of area around Spamton. It does, however, have a big deadzone about Spamton. He lifts up very far during the attack, letting him dodge lower attacks.
- Aerial Attacks -
Neutral Air
All hits share a hitbox
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
1% x3, 3%
3.0, 7.0
0.00 x3, 0.06
 30 x3,
 45
4
3 (1) 3 (1) 3 (1) 4
6
-
-
Neutral Air:
 Total: 26
  - Slight upwards momentum on each kick.

A very small four-hit aerial, that barely covers more than Spamton's body. It can be useful to drag opponents down into a grounded attack, or as a highly active attack offstage.
Forward Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air
6%
8.0
0.06
 55
8
5
11
-
-
Forward Air:
 Total: 24
  - Forward velocity on 9~14F.

A quick nose poke with slight forward movement. It has very poor vertical reach, making it occasionally difficult to hit with.
Back Air
The big hitbox is the windbox
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
8% [0%]
8.0 [3.5]
0.06 [0.01]
 145 [
 170]
7
4
15
-
-
[ ] Values represent the windbox
Back Air:
 Total: 26
  - Forward velocity on 8~23F.

A backwards aerial counterpart to ftilt. It has good range, but the forwards movement can make it hard to hit. The forward movement is much more significant than ftilt, grantiong a decent boost to recovery. When used right above the ground, it gives a very far ground slide.
Up Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
7%
6.0
0.09
 90
7
4
15
-
-
Up Air:
 Total: 23
  - Upwards movement on 6~19.

A wing stab that serves as a decent juggling tool, especially when paired with Spamton's many jumps. It reaches high, but has somewhat poor horizontal range.
Down Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
10%
9.0
0.11
 60
11
6
21
-
-
Down Air:
 Total: 39
  - Vertical velocity on 13~28F.
  - Minor horizontal velocity on 14~16F.

A strange momentum-altering kick, sending Spamton upwards. It covers a decent semi-circle of distance in front of him. The movement it has is quite significant, allowing for recovery boosts and continued pressure after hitting an opponent.
- Special Attacks -
Neutral Special : [Heart] ON A [Chain]
I CAN'T STAND IT!!! I THINK I'M GONNA HAVE A [HeartAttack]!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
[Heart] ON A [Chain]
-
-
-
-
22
PPPPP
20
-
-
Projectile
3%
3.0
0.00
 35
-
48
-
-
-
[Heart] ON A [Chain]:
 Total: 42
  - Stops all vertical momentum from 11~35F.
  - Spawns 5 projectiles at in a wave between 70 to -70 degrees.
  - Using the move on the ground usually causes the bottom two projectiles to hit the ground.

A wave of 5 projectiles created in front of Spamton. It covers just about everywhere in front of Spamton, though the gaps can be exploited to get through it. Due to the vertical coverage, it has a vital role in Spamton's projectile game, as all of his other projectiles are primarily horizontal or delayed homing.
Side Special : FLYING [Heads]!
3X THE [Fire]POWER. 2X THE [Water]POWER. AND BEST OF ALL, FLYING [Heads]!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
FLYING [Heads]!
-
-
-
-
15
P
9
-
-
Head
-
-
-
-
60
P
20
-
-
Pellet
2%
2.0
0.00
 90
-
120
-
-
-
FLYING [Heads]!:
 Total: 24
  - Backwards velocity on 14~19F.
  - Shoots head, which then shoots a pellet.
  - Pellet homes in on opponent's location on creation.

An odd projectile that is primarily an annoyance rather than a true threat. As an annoyance, however, it is very effective. The head doesn't hurt the opponent, and can be destroyed to prevent the pellet from spawning. This requires committment to a move, slowing them down. Otherwise, they have to deal with the pellet, which goes towards their position on creation. It does minimal damage and knockback, but stops their current action. Due to how spammable it is, this can cause a lot of issues for the opponent.
Up Special : SPAMTON'S [Comeback Special]!

WATCH ME FLY, [MAMA]!!!!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
SPAMTON'S [Comeback Special]!
-
-
-
-
4
P
54 + Until Landing + 14
-
-
Explosion
14%
4.0
0.125
 90
3
4
-
-
-
SPAMTON'S [Comeback Special]!:
 Total: 63
  - Vertical velocity from 5~58F.
  - Deals 10% self damage on use.

Last-ditch recovery option to ensure Spamton gets back. Generally Spamton can make it back using a combination of jumping, airdodge, and movement from aerials. If he can't, however, Comeback Special goes very high, so he should always make it back. It is quite vulnerable however, as it only has a hitbox at the start. Said hitbox is quite strong, but dangerous to use due to how much endlag Spamton has. It also deals damage to Spamton himself, so don't overuse it.
Down Special : A MAN OF THE [PIPIS]
CAN A [Little Sponge] DO THIS? GO [Ga-Ga] AND [Die]
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
A MAN OF THE [PIPIS]
-
-
-
-
34
P
16
-
-
Pipis
-
-
-
-
300
P
-
-
-
Heads
20%
7.0
0.10
 90
-
360
-
-
-
A MAN OF THE [PIPIS]:
 Total: 50
  - Cooldown of 4.0 seconds after Pipis is activated or destroyed.
  - Pipis takes 12% to destroy.
  - Heads home in to the opponent.
  - If the Pipis is reflected or parried, Spamton will is given access to I'M SO [Proud] OF YOU, I COULD [Killed] YOU!, replacing the next use of down special.

A unique setplay tool that starts a sort of minigame. To prevent the pipis from hatching, the opponent wants to get in and destroy it. Spamton, meanwhile, wants to prevent that from happening, either by zoning or just attacking the opponent. If the pipis does hatch, the opponent is put into a very bad position. The head swarm has near perfect homing, moves fast, and is very powerful. Stopping it from being spawned needs to be a top priority. Introducing a Pipis has many effects, as it creates an immediete change in gameplan for the opponent. It forces them to approach, so they must come to Spamton instead of camping. It also may make them play much more recklessly, making mistakes in their attempt to destroy the pipis.

It is important to note that if the pipis itself is reflected or parried, it will instantly be destroyed regardless of damage dealt. This is, however, actively bad for the opponent, as it gives access to the incredibly powerful I'M SO [Proud] OF YOU, I COULD [Killed] YOU!.
Down Special 2: I'M SO [Proud] OF YOU, I COULD [Killed] YOU!
[Die Now] AND I'LL THROW IN [50] [Bullets] FOR FREE!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
I'M SO [Proud] OF YOU, I COULD [Killed] YOU!
-
-
-
-
26
P
22
-
-
Heads
30%
9.0
0.12
 90
-
400
-
-
-
I'M SO [Proud] OF YOU, I COULD [Killed] YOU!:
 Total: 51
  - Invulnerable for entire duration.
  - Stops momentum for full duration.
  - Heads home in to the opponent.

An immensely powerful projectile only usable after the opponent reflects a pipis from A MAN OF THE [PIPIS]. Due to actively requiring a mistake on the opponent's part, it is rare to actually be allowed to use this. When it is usable however, it spawns a buffed version of the head swarm while in a completely invincible animation. When it is availible, a distinct sound will play and smoke will briefly appear behind Spamton. There is no timer for when to use it, it simply replaces the next use of down special.
- Grabs / Throws -
Grab
YOU JUST GOTTA GRAB IT BY THE [[Silly Strings]]
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
14
9
15
-
-
Grab:
 Total: 38
An obscenely long ranged grab reaching over half-stage on a typical stage. It has significantly more startup than any other grab, and has a bit more active time. The startup makes it unsuited to close range use, but excellent at a long range. It is especially useful against opponents trying to shield Spamton's projectiles.
Forward Throw
A LITTLE [Ride Around Town]
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
4%, 6%
5.0
0.08
[GRAB],
 60
11
4 (7 + Until Ledge + 7) T
26
-
-
Forward Throw:
 Total: 56
  - Forward velocity from 23F until the ledge.

A very unique throw that brings the opponent all the way to the ledge, then throws them off. It immediately sets up an edgeguard scenario, and allows for consistent knockback growth regardless of horizontal position. If he hits a wall, Spamton will reverse direction and go to the opposite ledge. If he is unable to reach a ledge in a sufficient time frame, he will simply throw them without reaching the ledge. This doesn't happen on any normal stage without getting stuck between two walls.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
8%
8.0
0.11
 140
14
T
16
-
-
Back Throw:
 Total: 30
Spamton's only "normal" throw. It has the most knockback overall.
Up Throw

Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
5%
6.0
0.07
 90
17
T
11
-
-
Up Throw:
 Total: 28
An odd throw that raises the opponent far upwards before launching them. It can have difficulties killing, but forces the opponent to deal with Spamton's many anti-airs and aerials.
Down Throw
(You felt your KROMER being absorbed...)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
1% x10
[GRAB] x9, 5.5
[GRAB] x9, 0.03
[GRAB] x9,
 30
8
1 (3) 1 (2) 1 (1) 1 (1) 5 (3) 2
18
-
-
Down Throw:
 Total: 47
  - Heals Spamton for 10%.

A very weak knockback throw that heals Spamton. It does good damage, and the heal is very useful, but the high endlag means that it essentially ends Spamton's turn.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
20
-
-
Forward Dodge:
 Total: 20
  - Forward momentum on 1~15F.

A typical dodge that goes a bit further than normal.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Dodge
-
-
-
-
-
-
20
-
-
Back Dodge:
 Total: 20
  - Backwards momentum on 1~15F.

A typical dodge that goes a bit further than normal.
Spot Dodge
[AttackCaption]
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Spot Dodge
-
-
-
-
-
-
16
-
-
Spot Dodge:
 Total: 16
A typical spot dodge.
Air Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Air Dodge
-
-
-
-
-
-
20
-
-
Air Dodge:
 Total: 20
  - Directional momentum on 1~20F.

A typical air dodge.
- Ultra -
Ultra : [Power of NEO]
LOOK AT THE [Power of NEO] AND ASK YOURSELF... WELL, DON'T YOU? DON'T YOU WANNA BE A [Big Shot]!?
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
[Power of NEO]
-
-
-
-
6 + Superflash + 28
P (19) P (19) P (19) P (19) P (22) P
168
-
-
Fireball
5%
6.0
0.02
 30
-
200
-
-
-
Big Fireball
15%
7.0
0.16
 35
-
200
-
-
-
[Power of NEO]:
 Total: 300
  - Can move up or down with each shot by holding the direction.

Spamton grows to a massive size, and shoots six projectiles. Its frame data is absolutely terrible, even if Spamton is invincible for most of it. While the opponent is given plenty of time to react to it, the sheer range and size of the projectiles makes it very difficult to avoid in some situations. Connecting with even one of the projectiles will combo into all of the other ones, and connecting with all of them will deal higher than average damage for an ultra.
- Other Things -
Taunt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
-
-
-
-
-
-
112
-
-
Taunt:
 Total: 112
A slow taunt in which Spamton does the laugh from is fight intro.
Alternate Colors
Color 01 Default. Created by Toby Fox.
Color 02 Smack Studio Color 2 Default.
Color 03 Smack Studio Color 3 Default.
Color 04 Smack Studio Color 4 Default.
Color 05 Smack Studio Color 5 Default.
Color 06 Smack Studio Color 6 Default.
Color 07 Smack Studio Color 7 Default.
Color 08 Smack Studio Color 8 Default.
Update History
v2.1 (November 5th, 2024)
LAPADDITION
  • Added LAP support using the tag "Z_BOF_SpamtonNeo"

v2.0 (October 5th, 2024)
Overview
  • There were two primary goals here: reduce the number of projectiles and make the projectiles themselves simpler. Spamton was causing pretty bad slowdown issues after an update a while back, often causing the game to crash. He also easily exceeded the projectile limit causing his projectiles to often just disappear. The main culprit was obviously up strong, which used a staggering 32 (mostly aesthetic) projectiles to function. Now it uses 0 and just uses effect layers. Besides that, all of his specials have had their projectile count reduced, while making the remaining projectiles more powerful. Heart on a Chain went from 15 to 5 projectiles, Flying heads went from 4 that spawned another 4 to 1 that spawned 1, and the Pipis creates 1 instead of eight. This has many benefits; most obviously performance, but also making the game more fun for both players. The opponent doesn't have to deal with as many projectiles any more, while the projectiles themselves feel way better to use as the Spamton player. Also of note is his new Up Special, the Comeback Special. His old one was, to put it bluntly, an abysmal move that had little use, felt awful to use, and was just overall terrible. Yeah, it could heal him, and could do a tiny bit of damage, but it was so slow that it could never be used well. The concept of healing through kromer has instead been moved to his down throw. His new up special cements his recovery as excellent rather than just good, as now he has a high-reaching recovery tool in addition to his numerous jumps.

AnimationsVISUAL
  • Added entrance animation.
  • Added victory animation.
  • Added taunt.
  • New idle animation.
  • New crouch animation.
  • Spamton's left arm is now always in hand form unless the cannon is in use.
  • Added more expressions to sprite rig.
  • Animations are now more expressive and much more fluid. Hitboxes may be very minorly adjusted to make up for this.

HurtboxBUFF
  • Decreased horizontal size by
    22.2%Decreased from 4.5 to 3.5.
    .
  • Decreased vertical size by
    1.13%Decreased from 8.8 to 8.7.
    .

Walk SpeedBUFF
  • Increased speed by
    25.0%Increased from 2.0 to 2.5.
    .

Walk AccelerationNERF
  • Decreased acceleration by
    16.6%Increased from 30 to 25.
    .

Run SpeedBUFF
  • Increased speed by
    10.0%Increased from 5.0 to 5.5.
    .

Ground FrictionREWORK
  • Increased friction by
    30.0%Increased from 10 to 13.
    .

Air SpeedBUFF
  • Increased speed by
    12.5%Increased from 4.0 to 4.5.
    .

Air AccelerationNERF
  • Decreased acceleration by
    8.0%Decreased from 25 to 23.
    .

Air FrictionBUFF
  • Decreased friction by
    2.5%Increased from 2.0 to 1.95.
    .

Gravity MultiplayerREWORK
  • Increased gravity by
    6.66%Increased from 0.9 to 0.96.
    .

Jump SpeedBUFF
  • Increased speed by
    0.57%Increased from 8.7 to 8.75.
    .

Air JumpsNERF
  • Decreased from 6 to 5.

Defense MultiplayerBUFF
  • Increased multiplier by
    10.9%Increased from 1.1 to 1.22.
    .

Jab 1REWORK
  • Endlag decreased from 16f to 9f.
  • No longer disjointed.
  • Cancel window moved from 10~18F to 7~14F.
  • Damage decreased from 4% to 2%.
  • Base knockback increased from 1.0 to 3.0.
  • Launch angle changed from
     20 to
     40.

Jab 2BUFF
  • Endlag decreased from 16f to 9f.
  • No longer disjointed.
  • Cancel window moved from 10~18F to 7~14F.
  • Damage increased from 1% to 3%.
  • Base knockback increased from 1.0 to 3.0.
  • Launch angle changed from
     20 to
     40.

Jab 3REWORK
  • Active time decreased from 8f to 5f.
  • Endlag increased from 7f to 15f.
  • No longer disjointed.
  • Added forward movement.
  • Removed sourspot.
  • Damage decreased from 7% to 6%.
  • Base knockback increased from 6.0 to 8.0.
  • Knockback scaling decreased from 0.10 to 0.08.
  • Launch angle changed from
     60 to
     70.

Forward TiltREWORK
  • Startup decreased from 10f to 7f.
  • Active time decreased from 8f to 5f.
  • Endlag increased from 7f to 14f.
  • Wing Hitbox:
    • Now reflects projectiles.
    • Base knockback increased from 6.0 to 7.0.
    • Knockback scaling decreased from 0.09 to 0.07.
    • Launch angle changed from
       30 to
       35.
    • Hitbox Size:
      • Increased horizontal size by
        15.0%Increased from 6.0 to 6.9.
        .
      • Decreased vertical size by
        19.7%Decreased from 7.1 to 5.7.
        .
  • Windbox:
    • Removed sourspot.
    • Base knockback decreased from 4.0 to 3.5.
    • Knockback scaling decreased from 0.016 to 0.01.
    • Launch angle changed from
       0 to
       10.
    • Hitbox Size:
      • Decreased horizontal size by
        25.7%Decreased from 10.5 to 7.8.
        .
      • Decreased vertical size by
        17.6%Decreased from 10.2 to 8.4.
        .

Up TiltNEW MOVE
  • The double arm swing has been replaced with a kromer shout.

Down TiltNEW MOVE
  • The wing flip has been replaced with a low profile slide.

Dash AttackNEW MOVE
  • The wing dash has been replaced with a chargable body slam.

Side StrongREWORK
  • Startup decreased from 29f to 20f.
  • Endlag increased from 14f to 30f.
  • Can no longer be charged.
  • Removed extra hitbox.
  • Projectile
    • Lifetime reduced by
      60.0%Decreased from 5.0s to 2.0s.
      .
    • Speed decreased by
      20.0%Decreased from 5.0 to 4.0.
      .
    • Homing range decreased from -17~17 degrees to -8~8 degrees.
    • Damage decreased from 14% to 12%.
    • Base knockback decreased from 9.0 to 3.0.
    • Knockback scaling increased from 0.11 to 0.135.
    • Launch angle changed from
       30 to
       50.
    • Hitbox Size (Oscillates):
      • Increased minimun horizontal size by
        50.0%Increased from 2.0 to 3.0.
        .
      • Decreased maximum horizontal size by
        16.6%Decreased from 6.0 to 5.0.
        .
      • Increased minimun vertical size by
        50.0%Increased from 2.0 to 3.0.
        .
      • Decreased maximum vertical size by
        16.6%Decreased from 6.0 to 5.0.
        .

Up StrongMAJOR REWORK
  • Rather than shooting multiple short-range projectiles upwards, it instead uses normal multihit hitboxes.

Down StrongMAJOR REWORK
  • Conceptually the same move, but every aspect of it has changed majorly.

Neutral AirREWORK
  • Startup decreased from 5f to 4f.
  • Active time changed from 15f to 3 (1) 3 (1) 3 (1) 4 [16f].
  • Endlag increased from 5f to 6f.
  • Now a multihit.
  • Damage increased from 4% to 1% x3, 3%.
  • Base knockback changed from 4.0 to 3.0 x3, 7.0.
  • Knockback scaling changed from 0.05 to 0.00 x3, 0.07.
  • Launch angle changed from
     55 to
     30 x3,
     45.
  • Hitbox Size:
    • Decreased horizontal size by
      31.0%Decreased from 5.8 to 4.0.
      .
    • Decreased vertical size by
      39.6%Decreased from 10.1 to 6.1.
      .

Forward AirNEW MOVE
  • The forward swipe has been replaced with a nose poke.

Back AirREWORK
  • Startup decreased from 9f to 7f.
  • Active time decreased from 8f to 4f.
  • Endlag increased from 3f to 15f.
  • Wing Hitbox:
    • Now reflects projectiles.
    • Base knockback decreased from 8.0 to 6.0.
    • Knockback scaling increased from 0.06 to 0.07.
    • Launch angle changed from
       150 to
       145.
    • Hitbox Size:
      • Increased horizontal size by
        15.0%Increased from 6.0 to 6.9.
        .
      • Decreased vertical size by
        19.7%Decreased from 7.1 to 5.7.
        .
  • Windbox:
    • Removed sourspot.
    • Base knockback decreased from 6.0 to 3.5.
    • Knockback scaling decreased from 0.025 to 0.01.
    • Launch angle changed from
       180 to
       170.
    • Hitbox Size:
      • Decreased horizontal size by
        25.7%Decreased from 10.5 to 7.8.
        .
      • Decreased vertical size by
        17.6%Decreased from 10.2 to 8.4.
        .

Up AirREWORK
  • Startup decreased from 8f to 7f.
  • Active time decreased from 5f to 4f.
  • Endlag increased from 10f to 15f.
  • Removed sourspot.
  • Damage increased from 6% to 7%.
  • Base knockback decreased from 7.0 to 6.0.
  • Knockback scaling increased from 0.08 to 0.09.
  • Hitbox Size:
    • Decreased horizontal size by
      30.8%Decreased from 5.2 to 3.6.
      .
    • Increased vertical size by
      8.8%Increased from 5.7 to 6.2.
      .

Down AirNEW MOVE
  • The drag-down divekick has been replaced with a flip kick.

Neutral Special : [Heart] ON A [Chain]MAJOR REWORK
  • Rather than slowly shooting three projectile waves, it instead shoots a single quick wave.

Forward Special : FLYING [Heads]!MAJOR REWORK
  • Rather than shooting four projectiles that shoot more projectiles, it instead shoots a single projectile that shoots another.

Up Special : SPAMTON'S [Comeback Special]!NEW MOVE
  • The very slow self-heal has been replaced with a self-destructing explosion.

Down Special : A MAN OF THE [PIPIS]REWORK
  • Startup decreased from 38f to 34f.
  • Endlag increased from 13f to 16f.
  • Cooldown is now 4.0 seconds after the pipis is destroyed or activates, rather than a flat 10.6 seconds.
  • Now has a unique interaction with being reflected, replacing the next use of the move with I'M SO [Proud] OF YOU, I COULD [Killed] YOU!.
  • Pipis:
    • Startup decreased from 320f to 300f.
    • Health increased from 8% to 12%.
    • Hurtbox Size:
      • Increased horizontal size by
        42.1%Increased from 1.9 to 2.7.
        .
      • Increased vertical size by
        80.0%Increased from 1.5 to 2.7.
        .
    • Heads:
      • Now a single projectile rather than a cluster of eight identical ones.
      • No longer stops homing in.
      • Active time increased from 160f to 360f.
      • Damage decreased from 40% to 20%.
      • Base knockback increased from 5.0 to 7.0.
      • Knockback scaling increased from 0.04 to 0.10.
      • Launch angle changed from
         45 to
         90.
      • Hitbox Size:
        • Increased horizontal size by
          7.5%Increased from 4.0 to 4.3.
          .
        • Increased vertical size by
          7.5%Increased from 4.0 to 4._.
          .

Down Special 2: I'M SO [Proud] OF YOU, I COULD [Killed] YOU!NEW MOVE
  • A new move that temporarily replaces A MAN OF THE [PIPIS] if it is reflected.

GrabNEW MOVE
  • The tall wire summon has been replaced with a long ranged wire shot.

Forward ThrowNEW MOVE
  • The wing charge has been replaced with a full-stage run into a toss.

Back ThrowBUFF
  • The move has recieved a new animation.
  • Endlag decreased from 17f to 16f.
  • Damage increased from 4% to 8%.
  • Base knockback increased from 7.0 to 8.0.
  • Knockback scaling increased from 0.10 to 0.11.
  • Launch angle changed from
     150 to
     140.

Up ThrowNEW MOVE
  • The pellet barrage has been replaced with a wire pull.

Down ThrowNEW MOVE
  • The knockdown has been replaced with a heal similar to the old up special.

UltraNEW MOVE
  • The very slow projectile barrage has been replaced with a fast barrage.

v1.1 (July 19th, 2022)
Defense MultiplierNERF
  • Decreased multiplier by
    8.33%Decreased from 1.2 to 1.1.
    .

Jab 1NERF
  • Endlag increased from 7f to 16f.
  • Cancel window moved from 10~12F to 10~18F.
  • Base knockback decreased from 3.0 to 1.0.

Jab 2NERF
  • Endlag increased from 7f to 16f.
  • Cancel window moved from 10~12F to 10~18F.
  • Base knockback decreased from 3.0 to 1.0.

Jab 3REWORK
  • Base knockback decreased from 8.0 to 6.0.
  • Knockback scaling increased from 0.06 to 0.10.

Forward TiltREWORK
  • Wing Hitbox:
    • Damage increased from 6% to 8%.
    • Base knockback decreased from 6.0 to 4.0.
    • Knockback scaling increased from 0.052 to 0.09.

Up TiltREWORK
  • Added sweetspot
  • Added sourspot.

Dash AttackREWORK
  • Sourspot:
    • Damage increased from 3% to 4%.
    • Base knockback decreased from 5.0 to 4.0.
    • Knockback scaling increased from 0.03 to 0.055.

Side StrongNERF
  • Projectile:
    • Damage decreased from 17% to 14%.
    • Base knockback increased from 8.0 to 9.0.
    • Knockback scaling decreased from 0.15 to 0.11.

Up StrongBUFF
  • Projectiles (All 18):
    • Increased change to hit by
      100.0%Increased from 20.0% to 40.0%.
      .
    • Damage increased from 2% to 3%.
    • Base knockback increased from 5.0 to 8.0.
    • Knockback scaling increased from 0.00 to 0.09.
    • Extra hitstun
      addedIncreased from 0s to 0.3s.
      .

Down StrongREWORK
  • Sweetspot:
    • Damage decreased from 10% to 7%.
    • Knockback scaling increased from 0.05 to 0.11.

Forward AirBUFF
  • Knockback scaling increased from 0.01 to 0.05.

Back AirREWORK
  • Wing Hit:
    • Base knockback decreased from 8.0 to 6.0.
    • Knockback scaling increased from 0.06 to 0.12.
  • Windbox:
    • Base knockback decreased from 4.0 to 6.0.
    • Knockback scaling increased from 0.016 to 0.025.
  • Windbox Sourspot:
    • Base knockback decreased from 2.0 to 4.0.

Up AirREWORK
  • Normal Hit:
    • Base knockback decreased from 7.0 to 9.0.
    • Knockback scaling increased from 0.08 to 0.07.
  • Sourspot:
    • Base knockback decreased from 4.0 to 8.0.
    • Knockback scaling increased from 0.08 to 0.03.

Down AirBUFF
  • Dragdown:
    • Base knockback decreased from 8.0 to 11.0.
    • Knockback scaling increased from 0.07 to 0.09.
  • Landing:
    • Knockback scaling increased from 0.04 to 0.09.
  • Landing Sourspot:
    • Knockback scaling increased from 0.02 to 0.05.

Up ThrowBUFF
  • Damage increased from 3% to 4%.
  • Base knockback increased from 0.0 to 6.0.
  • Knockback scaling increased from 0.00 to 0.09.
  • Launch angle changed from
     0 to
     80.
  • Changed hit sound and effect.

Down ThrowNEW MOVE
  • The quick slash has been replaced with a quick knockdown.

v1.0 (July 11th, 2022)
Initial Release!