- IPS is the same (don't start a chain with a move you've previously hit with, Stage 5, etc.)



- Counterhit moves do 150% damage, on the counterhit hit only.



- Combos started by an assist are scaled to 66% (1000 dmg -> 667 dmg). Combos started by a counterhit assist are scaled to 90% (1000 dmg -> 900 dmg). Assists during combos do not additionally affect scaling.



- Undizzy now gets added anytime after Stage 2; the limit for a burst is 240, but the Undizzy value can go higher than that and is not capped at 240 after your combo finishes; the Undizzy falloff after a combo is much faster; even if your Undizzy is above 240, it will not give a burst until you reach Stage 5, to help allow short combos after resets even at full Undizzy.



- Counterhits subtract Undizzy: a Light normal attack subtracts 25, Medium normals/specials/projectiles/assists/throws 50, and Hard normals 100. Undizzy CAN go below 0, so a Counterhit combo can grant you up to 340 Undizzy to work with. It will reset to zero if it is below zero when the opponent recovers.



tl;dr Combos are much shorter; resets are still useful; bursts will be more frequent until people get comfortable with the new system. Good damage for < 1 meter so far seems to be about 7-7.5k instead of 9.5-10k.