3.3 Full Changes

Character Changes

See Character page.

Gameplay Changes

  • Taunts can be ledge cancelled (mostly helps Kirby safely get rid of powers).
  • Hits less than 1% have no hitlag (like SSBM v1.00)
  • Universal Controller Fix 0.73
  • Hide Nametag When Invisible
  • Melee falling through floor bug fixed
  • Melee grab alignment issue fixed
  • Melee Break the Targets intangibility glitch fixed
  • Melee Samus Extender crash fixed
  • Melee Freeze glitch fixed
  • Melee Invisible Ceiling glitch fixed

Settings Changes

  • Score display unlocked
  • Default Item Frequency changed to ‘Off’
  • Rumble by default is set to “Off” for all players
  • Default rules are 4-stock, 8 minutes, and friendly fire ON.
  • All characters unlocked by default.
  • Random Stage Select is unlocked by default.
  • All stages unlocked by default.
  • Score Display enabled by default for timed matches
  • All Events Unlocked

New Features

  • C-Stick in single player modes performs smash attacks instead of controlling the camera
  • C-Stick in Debug’s Develop Mode no longer toggles camera
  • Name tag no longer resets on port close and CSS exit
  • Camera bounds during pause greatly extended
  • Holding A+B on game end does salty runback (restarts the same match)
  • X + Y disables Start during gameplay (helps recalibrate joysticks)
  • Tags can be 8 characters. Lowercase letters can be toggled with the “X” button.
  • Pressing L+R+A+Start during stage load goes back to character select screen instead of the main menu.
  • Stage Striking: At stage select screen, press X to strike currently selected stage, Z to unstrike all stages, and Y to strike all but the stages in “Random Stages”
  • The “Ready To Fight” banner changes color depending on which options in the “SDR Options” menu are enabled.
  • Hold Start Exit Results: Holding the start button on the results screen forces everyone to ready, forcing going to the character select screen
  • L+R+A+START to Pause Game when Pause is Disabled
  • All trophies unlocked.

Visual/Menu Changes

  • New disc banner
  • Name changed to SD Remix 3.3
  • GameID is SDRE33, with version number set to 0.
  • Changed “Tournament Mode” to “SDR Options” and “A tournament for 64 players” to “Settings for SD Remix”
    sdr_options
  • New SD Remix-tailored title screen
    title
  • Character select screen has different coloration and “MELEE” on top left changed to “SD REMIX”
  • CSS background colors changed
  • Get rid of special messages
  • CSS Hands Default to HMN Button
  • Disable Rumble When Controller is Unplugged
  • Rumble when character is selected
  • DPad Down at CSS for Random Stage
  • DPad Left at CSS goes to rumble options screen
  • DPad Right at CSS goes to debug menu
  • “RANDOM” is Default Highlighted on Stage Select Screen
  • Music Plays at 20% Volume When All Controllers Are Idle For 1 Minute

New Options Menu

Tournament Mode is replaced with the SDR Options menu.

In addition, all these options are saved to the memory card, whenever the game normally saves.

  • General Options:
    • Widescreen: Toggles widescreen mode for 16:9 aspect screens
    • Stock platform colors: During 4 stock matches, respawn platform colors change depending on the number of stocks remaining
    • Skip Results Screen: After a match is over, it skips the results screen and instead makes the number of stars equal to the placement for that player.
    • L Cancel % in Results Screen: At the results screen, one of the stats shown is the % of L Cancels that were successful for the player.
  • Presets:
    • Disabled: Disables all toggles except for General Options.
    • Custom: Enables all the toggle menus, for a custom setup.
    • Other presets: A subset of the options are enabled. See the “Presets Info” menu for information on what is toggled.
    • Depending on the preset selected, the CSS banner color will change, and the preset used will show up next the number of stocks in the match.
  • Mechanics
    • Game
      • Neutral Spawns: Players are automatically placed in spawn locations that are considered “neutral” for both players. Applies to standard Melee stages.
      • Handicap: By default, it is set to “Damage Ratio”, which makes the Handicap option behave normally. If it is set ot “Stock/Crew”, it controls the number of stocks a player has during stock matches. During this state, if Handicap is set to auto, it will automatically set the winner of the last match’s stock count to however many they had left and set the loser’s stock count to four.
      • Overtime: By default, it is set to “Normal” which make Sudden Death behave normally. If set to “Tournament”, any ties at the end of a match are broken by percentage. If percentage is tied as well, the 1st place players go into sudden death, but with percentage set to 0%, bomb rain disabled, and the timer set to 3 minutes. If tied at the end of sudden death, it goes into another sudden death.
      • Capped Points: By default, this is set to “Disabled”. If “Enabled”, this uses the “Stock Match Time Limit” as a “limit number” (if the time limit is None, it behaves exactly as if you’d Disabled Capped Points entirely). During a timed match, if someone’s number of points reach the limit, the match ends and they win. In coin battle, whoever reaches limit number times 100 in coins ends the match and they win.
    • Controls
      • Tap Jumps: Enable jumping using the control stick, per player port.
      • CStick Up Run: Can jump cancel upsmash from a run using the C-Stick.
      • Shorthop Window: If extended, then the windows to short hop is extended by 1 frame.
      • Shorthop button: Either X are Y can be set to be the dedicated shorthop button, the other being fullhop.
      • Charge w/ CStick: Allows smash attacks to be charged with the c-stick.
      • Shield Drop w/ Dpad Down: If you press DPad Down while shielding on a platform, this will drop you instead of dodging.
      • Jumpsquat Wavedash: You can wavedash out of jumpsquat, instead of after jumpsquat. It will cause a perfect wavedash if horizontal.
      • CStick Dash Attack: Allows you to use the cstick during a run in order to do a dash attack. Mostly here to make DACUS easier.
    • Melee
      • KO Stars: If disabled, getting KOd from the top will immediately KO, like the other blastzones.
      • Throw Bug Fix v2: Normally, if two players grab each other, port priority determines who succeeds.
      • Meteor Cancel By Dmg: When over 75%, each 2 additional percents make meteor cancel 1 frame later
      • Ledge Attrition: If enabled, ledge invincibility behaves similarly to shields: when the ledge is grabbed, it reduces the amount of invincibility time for the next ledge grab. This invincibility recovers over time, like shields. This is designed to combat infinite ledge stalling.
      • Wall Bracing: By default, this is “Disabled”. If it is set to “Enabled”, a player going into a wall can hold left or right to brace the next grounded (aka non-launching) attack, so that their feet leave the ground. The idea is similar to crouch cancelling and this is designed to combat wall infinites.
      • Grab Infinite Remove: Prevents grab infinites (including doubles) by treating any attack like a strong attack when the opponent would normally break out. This means any attack knocks the opponent out of the grab.
    • Sequels: These are all based off of mechanics in sequels to Melee
      • Auto L-Cancel
      • Reverse Aerial Rush
      • DACUS
      • B-Reverse
      • L Brawl Airdodge: The L button does a Brawl style airdodge. R still behaves the same.
      • Grab Item Airdodge: Grabs grounded items when air dodging.
      • Ledge Grab Buffs: Ness, Zelda, and Mewtwo all can grab the ledge out of their up+b’s from behind.
      • Perfect Shield: Letting go of shield shortly before getting hit allows to skip shield stun.
      • Tech Grabs: If both players grab at the same time, they clank and release each other.
    • Other
      • Smash out of Dash: Allows for smash attacking out of a dash, as if you pivot smash attacked.
      • Retreat Glide Toss: Allows Melee’s glide toss mechanic to be done in either direction.
      • Aerial Glide Toss: Keeps some of the airdodge momentum when doing a Melee aerial glide toss.
      • Air Boost: Replaces air dodge with a dash, which has no invincibility, but goes significantly further.
      • Air Grab: Allows for grabs to be done while in the air, except for long ranged grabs, like hookshot.
      • Shields: Defaults to “Normal”. If set to “Infinite”, shields do not deplete.
      • Random Hitbox Element: Defaults to “Disabled”. If “Enabled”, this makes all non-projectile hits have a random element.
  • Characters
    • Always Fastfall: You can fastfall at any point if enabled.
    • Hold Y For Clone: Holding Y when loading a match will cause a clone to spawn, that behaves like Nana, except for your character.
    • Marth Colors: Marth’s sword swing effects change depending on the color selected for Marth.
    • Marios > Hold DownB: Down B with Doc or Mario no longer needs to be spammed, just hold the B button.
    • Jump After DownB: Like Falcon Kick, you get another jump after completing a Down+B with Doc or Mario.
    • Luigi > Hold DownB: Down+B no longer needs to be spammed, just hold B.
    • Luigi > Full Charge Misfire: Fully charging Side+B always does misfire.
    • Luigi > Fireball Momentum: The speed of fireball depends on Luigi’s movement speed.
    • Peach > FSmash Angles: Angling the FSmash up is the Pan, Angling Down is the Golf Club, and normal is the Racket.
    • Peach > Infinite Float: Can float forever
    • Peach > Turnip: Can always make Peach pull out a specific turnip.
    • Bowser > Mash UpB: Mashing B during air UpB will cause Bowser to gain height.
    • Bowser > Infinite Flame: Flame never diminishes.
    • Yoshi > Jump After Swallow: Neutral B will give a jump back to Yoshi.
    • Yoshi > Smash 4 UpB: UpB gives a little height each time it happens.
    • Yoshi > B During UpB: Can press B while egg from UpB happens to cause it to end, and potentially hit someone.
    • DK > DownB Hold: Continuing Down+B simply requires you to hold the button, not spam it.
    • Falcondorf > SideB Ledgegrab: Allows Falcon and Ganon to grab the ledge with an aerial side+B.
    • Falcondorf >Act From SideB: Allows Falcon and Ganon to act even when they miss an aerial side+B.
    • Falcondorf >Side+B Popup: Connecting with side+B pops up Falcon or Ganon.
    • Falcondorf > Side+B Walljump: Falcon can walljump after touching the wall with his side+B.
    • Falcondorf > UpB Walljump: Like the above except with UpB.
    • Falcondorf >Ganon Float: Neutral B in the air now allows Ganondorf to float during the duration of the Punch. You can press Down to start descending faster.
    • Spacies > Hold B: Lazers don’t need to spam B, just hold it.
    • Spacies >Invisible Firefox: Firefox and FireFalco are invisible.
    • Spacies > Mash FireFox: Mashing B with Spacies’ upB gains height.
    • Spacies > Falco SideB WallJump: Falcon can walljump after hitting the wall with sideB.
    • Spacies > Falco UpB Walljump: Falco can walljump when hitting the wall with UpB.
    • Spacies > Act After SideB: Spacies can act after SideB is over.
    • Ness > UpB After Wall Hit: After hitting a wall with UpB, Ness can do UpB one more time. Resets when Ness lands on the ground.
    • ICS > ICS Hold B: Side B no longer needs to be mashed, just held.
    • ICS > Sopo UpB Buff: Up B with one IC is a little higher.
    • ICS > Nana LVL 9: Nana’s AI doesn’t scale with damage, but is always level 9.
    • ICS > Nana Respawns: Like Tails, after 20 seconds after Nana is knocked out, Nana comes out of the sky.
    • ICS > ICS share ledge: Both climbers can grab the ledge at the same time.
    • ICS > ICs Direction Fix: Dash Dancing is syncronized.
    • Kirby > Jump After Throw: Up and Side throws allow Kirby to jump once.
    • Kirby > Dash Attack Nonspecial: Dash attack is no longer a special move, which means ledges stop your motion.
    • Kirby > Taunt Gives Ability: Doing a taunt gives you a random ability. Loading times significantly increased.
    • Samus > Keep Shot When Hit: When hit from UpB, you keep your charge shot.
    • Samus > Always Full Shot: Charge Shot is always full and never needs to be charged.
    • Samus > Aim Charge Shot: When doing a charge shot, you can hold a direction, causing the shot to go in that direction.
    • Samus > Shoot items: Side+B will shoot random items.
    • Zelda > Instant Transform: DownB happens instantly.
    • Links > Shield Reflects: Link and Young Link’s Hylian and Deku Shields reflects projectiles.
    • Links > Shield Active: Link and Young Link’s Hylian and Deku Shields are always active.
    • Mewtwo > Reflect Reflects: Reflect now reflects.
    • Mewtwo > Confusion grabs: It works on shielded opponents.
    • Mewtwo > Float: Like Peach’s float, except you can float in any direction. Like PM.
    • GNW > Hold B Bacon: Bacon no longer needs to be spammed, just hold B.
    • GNW > Bucket Fills DMG: Instead of always required 3 projectiles to fill the bucket, stronger projectiles fill it in 1.
  • Game Modes
    • Big Head: Remember the N64 days?
    • Item Rain: Can rain items from the sky, like in sudden death mode. Can be set to bob ombs or pokeballs.
    • Berserk Mode: Completing a taunt makes you take 15% damage, but run speed is increased for the stock.
    • SuperFox: Time moves only when you move. Based on Superhot.
    • Giant Melee: Can be set to Rotation, which takes the 3 or 4 players in the game and does a 1v1 between two of them, swapping in another player when one player gets KOd.
    • SSD: Super Sudden Death can be replaced with Chess Melee, which respawns everyone with 0% damage when one player gets knocked out.
    • Single Button: Single Button Melee can be replaced with Turbo Mode, which allows a player to cancel any move that hit into another attack.
  • Items
    • Food Items: Normally, food items don’t show up when items are disabled. Enabling this means that Flyguys on Yoshi’s Story and G&W’s 7 hammer still spawn items in these cases.
    • Container Spawn: If disabled, capsules, barrels, and boxes don’t spawn. If set to recursive, they can spawn other containers.
    • Explosions: Disabling any of these options sets the chance of an explosion happening to really low.
  • Credits: The credits for SD Remix 3.3.
  • Debug Mode: This is a parsed down version of the old Debug Menu. It’s got Dairantou, rule select, Global Data Edit, DBLevel (so you can turn on hitboxes and frame by frame among other things), and Publicity on/off).

Stage Select Changes

  • There are now two pages to the stage select screen, an Alpha page and an Omega page. This allows for 29 more stage slots.
  • The default page is the Omega page.
  • To get to the Omega page from the Alpha page, press “R”. To get to the Alpha page from the Omega page, press “L”.
  • Each page has altered graphics to show the player which page they are on.
  • Each page has a separate Random Stage Select list, which can be changed in the usual place. To access Omega, hold R while going to the random stage options and for Alpha, hold L.
  • The default omega random stages are the ones in the bottom two rows..
  • The default alpha stages are Melee tournament legal stages.
  • Alpha stages are just the normal Melee stages.

Omega Stages

Neutral Stages (Bottom Row)

  • Battlefield
  • Final Destination without BG Transitions
  • Dreamland 64, no wind
  • Yoshi’s Story, no flyguys
  • Whispy’s Battle grounds
    • An altered version of green greens, similar in build to Pokemon Stadium.
    • All stage hazards removed
    • The two stage gaps removed that used to hold stage hazard blocks
    • Two platforms are situated in a similar fashion to Pokémon Stadium
    • Whispy Woods no longer blows wind on characters
    • Slants on ledges removed

Counterpicks (4th row)

  • Fountain of dreams
  • Smashville Fourside
    • Similar to Brawl’s Smashville
    • Only one building (the Monotoli building) remains. It is a large width, similar to Battlefield or Final Destination
    • A single platform exists above the building. It is held up by a crane and moves vertically and horizontally
  • Cranky’s Treehouse
    • A simplified version of Jungle Japes
    • Water removed
    • Klaptrap removed
    • Side platforms removed
    • Floor cannot be jumped through
    • More solid ledges

  • Omega Yoshi’s Island N64
    • Turned into a neutral/counterpick stage with the removal of some stage elements.
    • Cloud platforms removed
    • Top platform removed
    • Remaining platforms reposition to be symmetrical

  • Pokemon Stadium

Borderline (3rd row)

  • Omega Brinstar
    • Lava disabled
  • Princess Peach’s Flat
    • A flat version of Peach’s Castle
    • Spire in the middle removed
    • Bullet bill removed
    • Switches removed

  • Omega Mushroom Kingdom II
    • A simplified version of Mushroom Kingdoms II
    • Side floors removed
    • Birdo disabled
    • Pidgit disabled
    • Middle platform significantly lengthened

  • Omega Kongo Jungle
    • Barrel removed
    • Klap trap removed
    • Logs removed
    • Rock removed
  • Omega Kongo Jungle N64
    • Barrel Removed

Other Stages (Top 2 rows and sides)

  • Trophy Tussle (from Classic Mode)
  • Omega Peach’s Castle
    • Bullet bill removed
    • Switches removed
  • Omega Big Blue
    • All cars removed except for the first one, and it doesn’t go away

  • High Tide at Great Bay
    • A flat version of Great Bay
    • Left platform removed
    • Main platform lowered to right platform height

  • Reverse Battlefield
    • Battlefield except platforms heights are reversed.

  • No Side Platforms Fountain Of Dreams
  • Omega Corneria
    • Arwings Removed
    • Great Fox gun disabled
  • Omega Mushroom Kingdom II
    • A simplified version of Mushroom Kingdoms
    • Side floors removed
    • Pulleys lowered
    • All blocks except for two groups removed

  • Omega Mute City
    • Cars removed
  • Skyrule
    • Modified version of top left portion of Hyrule Temple
    • Most of stage removed except for top left portion
    • Platform below inaccessible due to rocks placed there
    • Slight wall above lower platform removed

  • Omega Yoshi’s Island
    • Walkoff and right side of stage removed
    • Normal spinning block removed
    • Spinning blocks placed on the right side of stage

  • Omega Green Greens
    • Blocks removed
    • Whispy no longer blows wind
    • Apples removed
  • Warzone Corneria
    • The crazy version of Corneria in adventure mode
    • Many more Arwings and lazers
    • Great Fox guns shoots more often
  • Mount Olympus
    • A version of the snag the trophies stage that’s more competitive
    • Ledges are grabbable
    • Middle platform removed
    • Top platform added
    • Side humps removed

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