- Reverted to pre patch 1.0.6, but slightly nerfed to not be so ridiculous (but not overnerfed either).
- Angle: 76 -> 75
- KBG: 89 -> 99
- ThrowLw
- Angle: 106 -> 105
- Roy (Credit to SilentDo0m http://pastebin.com/SPyEqmhV)
- Walk Max Velocity: 1.15 -> 1.2
- Initial Dash Velocity: 1.4 -> 1.5
- Air Acceleration: 0.03 -> 0.05
- Jump V Initial Velocity: 30.97 -> 33.97
- Hop V Initial Velocity: 13 -> 15
- Attack11
- Hitbox Duration: Frame 5 to Frame 8 -> Frame 4 to Frame 8
- IASA: Frame 50 -> Frame 42
- Sourspot: Angle: 361 -> 20
- IASA: Frame 39 -> Frame 36
- AttackLw3
- Hitbox Duration: Frame 7 to Frame 9 -> Frame 6 to Frame 9
- Sourspot: Angle: 30 -> 80, BKB: 40 -> 80, KBG: 40 -> 60
- AttackS4
- Startup slightly reduced: Frame 7.92 (Frame 12 with 0.66* FSM) -> Frame 6.96 (Frame 12 with 0.58* FSM)
- Autocancel Window: Frame 36 -> Frame 28
- AttackAirB
- Autocancel Window: Frame 32 -> Frame 30
- AttackAirHi
- Sourspot: DMG: 6 -> 7, BKB: 10 -> 50, KBG: 70 -> 55
- AttackAirLw
- Autocancel Window: Frame 55 -> Frame 44
- DMG: 5 -> 7, Angle: 117 -> 150, BKB: 70 -> 60, KBG: 45 -> 75
- SpecialS1
- Angle and Knockback values edits to match Marth's SpecialS1
- Sourspot: DMG: 2 -> 3
- SpecialS2Hi/SpecialS2Lw/SpecialS3/SpecialS3Hi/SpecialS3Lw
- BKB changed to 50
- DMG increased by 1
- SpecialS4Lw
- Ending Hit: DMG increased by 1 for all hitboxes
- SpecialAirHi: DMG, Angle, BKB, and KBG values edited to match the grounded version.
- Mewtwo (Credit to SilentDo0m http://pastebin.com/vs5EsRjP)
- Attack11
- Active hitbox Frames increased to 3 Frames from 1 Frame.
- Attack100 (D22A1537)
- DMG: 1 -> 1.2, BKB: 14 -> 20, KBG: 30 -> 35
- AttackEnd:
- DMG: 2 -> 4, KBG: 100 -> 120, Active Frames: 1 -> 3.
- AttackS3S/Hi/Lw:
- DMG: 10/9/8 -> 11/10/9, BKB: 20 -> 32, IASA: 36 -> 32
- AttackS4
- Sourspot: KBG: 90 -> 100
- AttackLw4:
- Hitbox size increased by 0.5 units and lowered by 0.5 units.
- Catch/CatchDash/CatchTurn:
- Startup: 9 Frames -> 7.2 Frames (9 Frames with a 0.8* FSM).
- Charizard (Credit to SilentDo0m http://pastebin.com/nXNkedTc)
- Initial Dash Velocity: 1 -> 1.5
- Ground Traction: 0.04 -> 0.055
- JumpSquat: 6 Frames -> 5 Frames
- Jump V Initial Velocity: 32 -> 35
- Hop V Initial Velocity: 15.43 -> 16.5
- Air Speed: 0.92 -> 1
- Air Acceleration: 0.05 -> 0.065
- AttackS3S/Hi/Lw
- Sweetspot: DMG 11 -> 12, KBG 100 -> 96
- AttackHi3
- Startup reduced: Frame 9 -> Frame 8.1 (Frame 9 with 0.9* FSM)
- Lingering hitbox added from Frames 14 - 21: DMG: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
- AttackLw3
- Startup reduced: Frame 8.8 (Frame 11 with 0.8* FSM) -> Frame 7.15 (Frame 11 with 0.65* FSM)
- Sourspot made into Sweetspot: DMG: 14 -> 20, BKB: 60 -> 50, KBG: 94 -> 84, Effect: Normal -> Fire
- AttackHi4
- Hitbox on Frame 6 edited to hit both grounded and aerial foes.
- Added a second hitbox on Frame 6 on Charizard's body with similar properties to the first hitbox.
- Landing Lag reduced: 20 Frames -> 16 Frames
- Active Frames increased: Frame 9 - 26 -> Frame 5 - 29
- IASA: Frame 60 -> 50
- AttackAirF
- IASA: Frame 47 -> 37
- AttackAirB
- Landing Lag reduced: 20 Frames -> 18 Frames
- Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
- Active Frames: Frame 12 to Frame 16 -> Frame 10 to Frame 16
- Autocancel window: Frame 38 (34 Frames) -> Frame 34 (30 Frames)
- Landing Lag reduced: 33 Frames -> 28 Frames
- ThrowHi
- Multihit hitlag: 1 -> 0.2
- Detection hitbox no longer clangs.
- DMG: 15 -> 16 (Total DMG: 19 -> 21)
- KBG: 84 -> 90
- SpecialHi
- All hitbox sizes (except final hitbox) increased by 0.5 units
- Hitbox placements adjusted to be closer to Charizard's body (moved backward by 3 units)
- Multihit hitbox angles adjusted: 72/90/90 -> 366/90/90
- Bayonetta
- Startup: Frame 3.5 (Frame 7 with 0.5* FSM) -> Frame 5.95 (Frame 7 with 0.85* FSM)
- Starting hitbox size reduced by 1 unit. SDI: 1 -> 1.25
- Multihit and ending hitbox sizes reduced by 2 units. SDI (multihits): 1 -> 1.5
- Up Air
- BKB: 20 -> 30
- Hitbox duration: Frame 18 to Frame 20 -> Frame 18 to Frame 21
- Reverted to 1.1.3
- Shulk (Credit to SilentDo0m http://pastebin.com/iQDjF4Ku)
- Attack11
- Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
- Hitboxes lowered and increased in size by 0.5 units.
- DMG: 3.5 -> 3
- Attack12
- Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
- WKB: 52 -> 42
- Attack13
- Startup Reduced: Frame 12 -> Frame 7.92 (Frame 11 with 0.72* FSM)
- Active Frames: Frame 12 to Frame 15 -> Frame 11 to Frame 15 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- Sourspot adjusted to match sweetspot.
- AttackDash
- Startup Reduced: Frame 15 -> Frame 10.95 (Frame 15 with 0.73* FSM)
- IASA: 53 -> 48
- AttackS3
- Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
- Active Frames: Frame 12 to Frame 14 -> Frame 10 to Frame 14 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- IASA: 40 -> 38
- AttackLw3
- Startup reduced: Frame 10 -> Frame 6.93 (Frame 9 with 0.77* FSM)
- Active Frames: Frame 10 to Frame 12 -> Frame 9 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
- Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
- AttackS4
- First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
- Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
- First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
- Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
- Hit 2: KBG: 115 -> 125
- AttackHi4
- IASA: 68 -> 60
- AttackAirN
- Startup reduced: Frame 13 -> Frame 9.88 (Frame 13 with 0.76* FSM)
- Active hitbox frames increased by 3. Hitbox termination: Frame 31 -> Frame 34
- Autocancel: Frame 80 -> Frame 57
- AttackAirF
- Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
- DMG: 8/6.5 -> 9.5/8. KBG, 100 -> 90
- Startup reduced: Frame 18 -> Frame 15.84 (Frame 18 with 0.88* FSM)
- Autocancel: Frame 79 -> Frame 48
- AttackAirHi
- Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
- Second hit activation: Frame 24 -> Frame 19
- Lingering hitbox added: Active Frames: Frame 21 to Frame 30, DMG: 6, Angle: 88, BKB: 35, KBG: 100
- Startup reduced: Frame 14 -> Frame 11.9 (Frame 14 with 0.85* FSM)
- First hit edited to hit both grounded and aerial foes and active Frames extended by 2
- Second hit activation: Frame 23 -> Frame 19
- Hit 2 (Hitbox ID 0x1): BKB: 10 -> 40
- Lingering hitbox added: Active Frames: Frame 21 -> 32, DMG: 6, Angle 85, BKB: 20, KBG: 100
- DMG: 10/9/16/14 -> 12/12/20/20, KBG: 100 -> 96
- SpecialSLanding
- Ledge Grab window: Frame >40 -> Frame >37
- Hitboxes added to Frames 14 to 16. DMG: 5, Angle 86/52, WKB: 62/58, KBG: 100
- (Frames 12 to 14) WKB: 78/80 -> 80/78
- SpecialHiAdd
- KBG: 94 -> 80
- SpecialLwAttack
- Aerial Version Intangability: Frame 9 to Frame 44 -> Frame 1 to Frame 45.
- Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
- Attack12
- Startup: Frame 7 -> Frame 4.97 (Frame 7 with 0.71 FSM)
- BKB: 80 -> 70, KBG: 70 -> 80
- AttackS3
- Hitbox added to Frames 16 to Frame 18. DMG: 5.5, Angle: 361, BKB: 30, KBG: 100
- AttackHi3
- Hitbox1: BKB: 50 -> 40, KBG: 80 -> 90
- Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
- IASA: Frame 41 -> Frame 38
- AttackS4
- Startup: Frame 17 -> 14.96 (Frame 17 with 0.88* FSM)
- Further multihit hitbox moved forward by 2 units
- Multihit: DMG: 0.8 -> 1, Rehit Rate: 4 Frames -> 3 Frames
- Final Hit: KBG: 150 -> 165
- AttackAirN
- Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
- Horizontal Momentum: -1 -> -0.5
- IASA: Frame 56 -> Frame 46
- AttackAirB
- Hitbox sizes increased by 1 unit.
- Landing Lag: 22 Frames -> 18 Frames
- Autocancel: Frame 60 -> Frame 50
- Landing lag has an added hitbox (2 Frame duration). DMG: 4. Angle: 72, BKB: 40, KBG: 180
- Landing Lag: 28 Frames -> 22 Frames
- Active Frames: Frame 20 to Frame 21 -> Frame 20 to Frame 22
- Sourspot: Angle: 361 -> 270, BKB: 30 -> 20, KBG: 90 -> 80
- Spike hitbox made to hit grounded foes, increased in size and moved down by 0.5 units.
- Spike hitbox: BKB: 2 -> 30
- BKB: 42 -> 32, KBG: 130 -> 140
- ThrowLw
- Full Charge: DMG: 22 -> 23, BKB: 20 -> 30, KBG: 64 -> 74
- SpecialN (Laser Blaze)
- Initial hit made to cause flinching, while the later hit has been kept as a flinchless hitbox.
- SpecialHi (Cannon Uppercut)
- Ground only hitbox edited to hit air foes, Air only hitbox removed.
- Endlag decreased by 20% (FSM ot 0.8* added)
- Cloud (Credit to SilentDo0m http://pastebin.com/0gHvnZwj)
- Limit Break Air Mobility: 1.32 -> 1.22
- Attack11
- Hitbox ID 0x2 extended by 1 unit.
- DMG: 3.5 -> 4.5
- AttackHi3
- Hitbox Duration: Frame 6 to Frame 10 -> Frame 4 to Frame 10.
- Startup: Frame 6 -> Frame 6 (Frame 4 with 1.5* FSM)
- Leg Intangibility removed.
- AttackHi4
- Startup: Frame 5 -> Frame 8 (Frame 5 with 1.6* FSM)
- Landing Lag: 18 Frames -> 19 Frames
- DMG: 14/14/13/13 -> 16/16/14.5/14.5, KBG: 90/100/83/83 -> 90/100/88/88
- AttackAirLw
- Non Spike hit: KBG: 105 -> 95
- Lingering Hitbox Frames: Frame 14 to Frame 43 -> Frame 14 to Frame 39
- SpecialN/SpecialAirN (Projectile)
- Hitbox sizes increased by 1 unit and extended upward by 2 units.
- SpecialS1
- Angle: 75/105/367 -> 366 BKB: 30 -> 0, WKB: 0 -> 80, KBG: 35/35/40 -> 100
- SpecialS2
- DMG: 3 -> 2, Angle: 107/78 -> 366, BKB: 43 -> 0, WKB: 0 -> 80, KBG: 25 -> 100
- SpecialS3:
- Hitbox ID 0x1: BKB: 130 -> 80, KBG: 25 -> 50
- SpecialS3 (Limit Break)
- Final Hit: DMG: 10 -> 9, Angle: 50 -> 60, KBG: 153 -> 140
- SpecialLw (Finishing Touch)
- Hitbox on Frames 20 to 21 KBG increased to match earlier hitboxes.
- Palutena (Ideas taken from the Palutena boards on SmashBoards)
- Air Speed: 0.91 -> 0.975
- Attack11
- Startup: Frame 7 (Frame 11 with 0.5* FSM that ends on Frame 8) -> Frame 5.94 (Frame 11 with 0.54* FSM)
- Hitbox Duration: 12 Frames -> 14 Frames
- Lingering Hit: DMG: 5 -> 6, KBG: 70 -> 80
- Startup: Frame 17 -> Frame 10.88 (Frame 17 with 0.64* FSM)
- Hitbox Durations: 23 Frames -> 16.1 Frames (0.7* FSM)
- Hit 1: DMG: 6/4 -> 5 BKB: 43 -> 0, WKB: 0 -> 75, KBG: 65 -> 100
- Startup: Frame 10 -> Frame 8 (Frame 10 with 0.8* FSM)
- Endlag reduced by ~10% (0.9* FSM after hitboxes terminate).
- Startup: Frame 14 -> Frame 9.94 (Frame 14 with 0.71* FSM)
- Endlag reduced by ~15% (0.85* FSM after hitboxes terminate).
- Air only hitbox removed and ground only hitbox edited to hit air foes.
- Hitbox ID 0x0: Size increased by 1 unit and lowered by 0.5 units.
- Hitbox sizes increased and extended by 2 units.
- IASA: Frame 68 -> Frame 58
- AttackHi4
- Startup: Frame 18 -> Frame 12.96 (Frame 18 with 0.72* FSM)
- IASA: Frame 72 -> Frame 62
- Windbox size increased by 4 units.
- Landing Lag: 20 Frames -> 15 Frames
- Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
- All hitboxes DMG increased by 1.
- AttackAirHi
- IASA: Frame 59 -> Frame 49
- *Pending* Hitbox duration: Frame 10 to Frame 11 -> Frame 9 to Frame 12
- ThrowB
- DMG: 8 -> 10, KBG: 60 -> 80
- ThrowLw
- Searching Hitbox: Size increased by 25 units.
- Projectile(s): BKB: 20 -> 40, KBG: 42 -> 50
- SpecialS (Reflect Barrier)
- Startup: Frame 8 -> Frame 7 (Frame 8 with 0.875* FSM)
- BKB: 10 -> 30
- Intangability Frames: Frame 16 to Frame 31 -> Frame 11 to Frame 36
- SpecialLw (Counter)
- Counter Activation Frames: Frame 10 to Frame 32 -> Frame 7 to Frame 32.
- Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
- Sweetspot: BKB: 40 -> 45, KBG: 75 -> 80
- Little Mac (Credit to SilentDoom. http://pastebin.com/9bJwLQYd)
- Jump Initial Velocity: 26 -> 30
- Attack11
- IASA: Frame 22 -> Frame 17
- Attack12
- Jab 3 window: Frame 9 -> Frame 4.
- IASA: Frame 22 -> Frame 18
- Attack100
- Hit1 (Hitbox ID 0x0): Angle: 60 -> 35, WKB: 50 -> 30
- Windbox: WKB: 24 -> 50, KBG: 100 -> 80
- AttackAirN
- Autocancel: Frame >25 -> Frame >15
- AttackAirB
- Landing Lag: 22 Frames -> 14 Frames
- IASA: Frame 42 -> Frame 28
- Catch/CatchDash/CatchTurn
- Startup: Frame 9/10/11 -> Frame 6.91 (Frame 9 with 0.77* FSM)/9 (Frame 10 with 0.9* FSM)/9.9 (Frame 11 with 0.9* FSM)
- Grabbox sizes increased by 1 unit and extended forward by 1.5 units
- ThrowF
- Throw: Angle: 45 -> 25, BKB: 45 -> 35, KBG: 104 -> 90
- ThrowHi
- Multihit: DMG: 1 -> 2.5
- SpecialLw (Counter hit)
- King Dedede (Ideas taken from the Dedede boards on SmashBoards and Zikkh)
- Air Mobility: 0.63 -> 0.72
- Walk Max Velocity: 0.98 -> 1.08
- Initial Run Velocity: 1.36 -> 1.46
- Attack11
- Startup: Frame 10 -> Frame 4.8 (Frame 8 with 0.6* FSM)
- Active Frames: Frame 10 to Frame 12 -> Frame 8 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- Hitboxes moved from root bone over onto the hammer.
- Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
- IASA: Frame 38 -> Frame 34
- Attack12
- Startup: Frame 11 -> Frame 6 (Frame 10 with 0.6* FSM)
- Hitboxes moved from root bone over onto the hammer.
- Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
- AttackEnd
- Startup: Frame 6 -> Frame 3 (Frame 6 with 0.5* FSM)
- AttackDash
- Knockback-based Heavy Armor added on Frame 7 until Frame 28.
- Horizontal momentum is boosted by 2 units on Frame 28.
- AttackHi3
- Startup: Frame 9 -> Frame 6.93 (Frame 9 with 0.77* FSM)
- Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
- AttackHi4
- Hitbox Duration: Frame 17 to Frame 25 -> Frame 16 to Frame 21
- Endlag reduced by 20% (0.8* FSM added to Frame 25)
- AttackAirN
- Landing Lag: 30 Frames -> 25 Frames
- Endlag reduced by 20% (0.8* FSM added to Frame 20)
- AttackAirB
- Final Hit: KBG: 150 -> 165
- AttackAirLw
- Sweetspot sizes increased by 2.
- Sourspot size reduced by 2 and moved upward 10 units.
- Catch/CatchDash/CatchTurn
- Grabbox sizes increased by 0.5 units and extended by 1 unit
- ThrowF
- Hit: DMG: 4 -> 5
- Throw: DMG: 5 -> 6, BKB: 70 -> 60, KBG: 72 -> 75
- ThrowLw
- IASA (End): 78 -> 63
- SpecialS
- Startup: Frame 29 -> Frame 24.94 (Frame 29 with 0.86* FSM)
- Endlag reduced by 15% (0.85* FSM added after Frame 29)
- SpecialLwStart
- Shield Damage: 0 -> 15
Clear 2020 – Download Clear for Mac to have a complete and intuitive task manager and GTD organizer. With Clear you will be able to create and manage all kinds of lists. This app was build by Real Mac Software Inc. and updated into the new version at This year. Download for free now on Apps4Mac.com
Clear for MAC Latest Version
Clear 1.1.7 – Download for Mac Free. Before you download the .dmg file, here we go some fact about Clear that maybe you want to need to know.
App Name | Clear App |
File Size | 13.1 MB |
Developer | Real Mac Software |
Update | This year |
Version | 1.1.7 |
Requirement | MAC OSX |
Junebug moves to give himself a clear line to the rat swarm, casts Grim Tendrils and then moves away again. Negative Energy Damage 2d4 + 1 ⇒ (1, 2) + 1 = 4 and 1 persistent bleed Fort DC 14 to reduce effects.
About Clear App for MAC
- Minimum operating system requirements: Mac OS X 10.10.
- Requires a 64-bit operating system.
Installing Apps on MAC
Most Mac OS applications downloaded from outside the App Store come inside a DMG file. Like if you wanna download Clear for mac from this page, you’ll directly get the .dmg installation file into your MAC.
- First, download the Clear .dmg installation file from the official link on above
- Double-click the DMG file to open it, and you’ll see a Finder window.
- Often these will include the application itself, some form of arrow, and a shortcut to the Applications folder.
- Simply drag the application’s icon to your Applications folder
- And you’re done: the Clear is now installed.
- When you’re done installing: just click the “Eject” arrow.
- Then you can feel free to delete the original DMG file: you don’t need it anymore.
- Now, enjoy Clear for MAC !
You don’t have to put your programs in the Applications folder, though: they’ll run from anywhere. Some people create a “Games” directory, to keep games separate from other applications. But Applications is the most convenient place to put things, so we suggest you just put everything there.
DMG files are mounted by your system, like a sort of virtual hard drive. When you’re done installing the application, it’s a good idea to unmount the DMG in Finder.
Uninstall Apps on MAC
Removing Clear apps is more than just moving them to the Trash — it’s completely uninstalling them. To completely uninstall a program on MacBook/iMac, you have to choose one of the options on below.
Method 1: Remove apps using Launchpad
Another manual way to delete Clear apps from your Mac is using the Launchpad. Here’s how it works:
- Click Launchpad icon in your Mac’s Dock.
- Find the Clear that you want to delete.
- Click and hold the Clear icon’s until it starts shaking.
- Click X in the top-left corner of the app icon.
- Click Delete.
Method 2: Delete MAC apps with CleanMyMac X
Now it’s time for the safe and quick app uninstalling option. There’s a safest way to uninstall Clear on Mac without searching all over your Mac, and that’s by using CleanMyMac X.
- Launch CleanMyMac X and click on Uninstaller in the left menu.
- Select the , you can either uninstall it or, if it’s not acting as it should, you can perform an Application Reset.
- Click on Uninstall or choose Application Reset at the top.
- Now that the application cleanup is complete, you can view a log of the removed items, or go back to your app list to uninstall more.
- And you’re done to remove Clear from your MAC!
Clear Alternative App for MAC
Here we go some list of an alternative/related app that you must try to install into your lovely MAC OSX
Clear 1.1.7 Dmg Free
- Not Available Yet
Disclaimer
Clear 1.1.7 Dmg Free
This Clear .dmg installation file is completely not hosted in Apps4Mac.com. Whenever you click the “Download” link on this web page, files will downloading straight in the owner sources Official Server. Clear is definitely an app for MAC that created by Inc. We’re not directly affiliated with them. All trademarks, registered trademarks, product names and business names or logos that talked about in right here would be the assets of their respective owners. We are DMCA-compliant and gladly to cooperation with you.
Comments are closed.