Editing Nerf

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*In previous games, {{SSBU|Diddy Kong}} was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*In previous games, {{SSBU|Diddy Kong}} was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Overall, Sonic has a harder time racking up damage and killing than his previous iteration. Though his results aren't as strong as they were in ''Smash 4'', he has still been very successful in ''Ultimate'' and his perception has significantly improved throughout ''Ultimate''{{'}}s life.
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Overall, Sonic has a harder time racking up damage and killing than his previous iteration. Though his results aren't as strong as they were in ''Smash 4'', he has still been very successful in ''Ultimate'' and his perception has significantly improved throughout ''Ultimate''{{'}}s life.
*{{SSBU|Lucario}} was negatively affected by the changes to [[Rage]], because the rage multiplier was changed to 1.1× and it no longer affects set knockback. This, along with [[Aura]]'s multiplier being changed to to x1.125, greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92, making it more difficult to survive at higher percents to take advantage of Aura, and many of its special moves were nerfed: [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and had its controls modified, where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs outweigh the buffs it received and is considered to be much worse than both of its iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92, making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs outweigh the buffs it received and is considered to be much worse than both of its iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his low-mid tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his low-mid tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Cloud}}’s [[Limit Charge|down special]] can no longer instant charge cancel, and his Limit status will disappear after 15 seconds if it is left unused while fully charged, meaning he can no longer potentially have access to permanent or prolonged status effects and now has to use Limit Breaks within a short amount of time, which also renders them more predictable. His neutral aerial now has much less range due to an altered animation. This makes it harder to combo as it requires him to be closer to his opponent. His down air is now less of a combo option, as it now has more ending lag. Finally, his up aerial, previously known as one of the best moves in ''Smash 4'', has a much smaller hitbox and deals less damage and knockback. While he performs worse in ''Ultimate'' than in ''Smash 4'', Cloud is often considered to be top tier despite his nerfs.
*{{SSBU|Cloud}}’s [[Limit Charge|down special]] can no longer instant charge cancel, and his Limit status will disappear after 15 seconds if it is left unused while fully charged, meaning he can no longer potentially have access to permanent or prolonged status effects and now has to use Limit Breaks within a short amount of time, which also renders them more predictable. His neutral aerial now has much less range due to an altered animation. This makes it harder to combo as it requires him to be closer to his opponent. His down air is now less of a combo option, as it now has more ending lag. Finally, his up aerial, previously known as one of the best moves in ''Smash 4'', has a much smaller hitbox and deals less damage and knockback. While he performs worse in ''Ultimate'' than in ''Smash 4'', Cloud is often considered to be top tier despite his nerfs.

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