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Sephiroth's Grab ranks at 12.0 units, putting him with Cloud, Mario and the gang.
Mii Brawler's Soaring Axe Kick has three different Spike hitboxes when falling, each with only a slightly different angle. The one closer to Brawler has the most priority.
Cutscene Final Smashes are my favourite because they take no time to make.
The kicks in Great Aether are identical to the first two hits of Snake's NAir (besides slight upper body adjustments.)
Ice Climbers have a lot of what I call ''Brawl active frames''. Those are moves that have a lot of active frames, but part of those frames is so deep in the z-axis that they might as well not be active at all. (BAir pictured)
Grab range list update with Steve ranking at 6th longest.
Wario's UpB Multihits have one less hitbox (priority redistributed) and altered angles + knockback.
the upper hitboxes of Pikachu's FAir have altered angles.
Lucario's FTilt 1 now uses separate hitboxes for aerial and grounded opponents, using the sakurai angle for grounded and autolink for aerial. This applies for all angles.