This is an altered version of Green Greens, similar in build to Pokémon Stadium.

Fox Falco Sheik Marth Jigglypuff Peach

If there are attribute changes, there will be an attribute table listing all the changes. The table will simply list the attribute in the first column and the value in the second.

If there are any changes to any moves, those changes are reflected in the "Moves" table. The moves table has the following columns:

Name This column will list the name of the move (i.e. Raptor Boost), followed by the move type on the next line (i.e. neutral air), followed by a graphic representation of the inputs required (assumes the character is facing right). Speed A list of speed changes (in frames, or 1/60th of a second) are listed here. The types of speeds include: START Stands for Start Up a.k.a. Windup. Refers to the time between a move being initiated and the move having an effect. For dodges, this refers to the amount of time vulnerable before the invulnerable state of the dodge. For attacks, it is the time before the first hitbox. DUR Stands for Duration. Refers to the total time that the move lasts. COOL Stands for Cooldown, a.k.a Ending Lag. Refers to the time between the move's effect finishing and the character being able to do anything else, such as the length of time after an attack's hitboxes ceases that the character can use shield techs. For dodges, this refers to the amount of time the character is vulnerable after the invulnerable state of the dodge. In standard terminology, it normally refers to the time until the end of the animation, but that isn't as useful. LAND Stands for Landing Lag. This occurs when a character in the middle of an aerial attack lands on the ground, resulting in a longer-than-usual landing animation. IASA Stands for Interruptible As Soon As. This is the time after which the move can be interrupted with an action (non-shield tech). This normally refers to ANY interruption, even shield techs, but we use non-shield tech terminology to distinguish between shield tech interruptable and non-shield tech interruptable situations (COOL vs IASA). CAN USE [move] Some moves can only be cancelled into other moves after a certain amount of time. Damage This is the amount of damage the move deals. If there is no label, it is "Normal" damage, or damage it does to an unshielded opponent. If there is a label of "SHLD", that means the value refers to "Shield Damage", the amount of damage dealt to an opponent's Shield. Knockback A list of knockback changes changes are listed here. The types of knockback include: BASE Stands for Base Knockback. Refers to the minimum amount of knockback the attack can deliver. GROW Stands for Knockback Growth a.k.a. Knockback Scaling. Refers to the factor that controls how much the knockback increases as damage increases. SET Stands for Set Knockback a.k.a. Weight-Dependent Set Knockback or Fixed Knockback. This is knockback that is the same regardless of damage and stale-move negation. It is still affected by weight, though. ANGLE This is the angle that the attack knocks the opponent in degrees. 361 is what is called the "Sakurai Angle" and the knockback angle depends on air/ground state and strength of knockback. Other These are anything else that are changed about the move.

See SSB Wiki's Game Physics or Smashpedia Terms pages for more info. Much of the info here was either gotten and sometimes directly lifted from those sources.