Nerf: Difference between revisions

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[[File:KirbyUpTiltNerf.png|thumb|right|An example of a nerf, involving [[Kirby]]'s up tilt. The upper [[hitbox]] has been moved closer to Kirby in ''Melee'', significantly reducing its range.]]
[[File:KirbyUpTiltNerf.png|thumb|An example of a nerf, involving [[Kirby]]'s up tilt. The upper [[hitbox]] has been moved closer to Kirby in ''Melee'', significantly reducing its range.]]
A '''nerf''' is a term used to describe the weakening of a character or an aspect of a character, either through updating a game or by releasing a sequel. Nerfs are often done as an attempt to balance the roster, by weakening characters that are too strong; however, nerfs can also be inadvertently added if a character is indirectly weakened by an external gameplay change. Nerfs contrast with "[[buff]]s", which involve the strengthening of a character or aspects of a character between sequel games and game updates.
A '''nerf''' is a term used to describe the weakening of a character or an aspect of a character, either through updating a game or by releasing a sequel. Nerfs are often done as an attempt to balance the roster, by weakening characters that are too strong; however, nerfs can also be inadvertently added if a character is indirectly weakened by an external gameplay change. Nerfs contrast with "[[buff]]s", which involve the strengthening of a character or aspects of a character between sequel games and game updates.


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====Character-specific====
====Character-specific====
*{{SSBM|Kirby}}'s [[walk]] and [[dash]] speeds were significantly reduced, leading to a poor ability to pursue opponents, and his increased falling speed, along with nerfs to [[Final Cutter]], reduced the effectiveness of his recovery. Many of Kirby's most powerful attacks in ''Smash 64'' were also nerfed; for example, his up tilt had its range, power, and combo ability significantly reduced, while his forward smash went from one of the strongest in ''Smash 64'' to among the weakest in ''Melee''. Ranked as one of the best characters in ''Smash 64'', Kirby is  arguably the worst character in ''Melee'', currently ranking dead last on the tier list and by the far the most nerfed character in the transition between games.
*{{SSBM|Kirby}}'s [[walk]] and [[dash]] speeds were significantly reduced, leading to a poor ability to pursue opponents, and his increased falling speed, along with nerfs to [[Final Cutter]], reduced the effectiveness of his recovery. Many of Kirby's most powerful attacks in ''Smash 64'' were also nerfed; for example, his up tilt had its range, power, and combo ability significantly reduced, while his forward smash went from one of the strongest in ''Smash 64'' to among the weakest in ''Melee''. Ranked as one of the best characters in ''Smash 64'', Kirby is  arguably one of the worst characters in ''Melee'', currently ranking second to dead last on the tier list and by the far the most nerfed character in the transition between games.


===''Melee'' to ''Brawl''===
===''Melee'' to ''Brawl''===
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*[[Air dodge]]s have been changed. The main changes are that they cannot be angled and no longer cause [[helpless]]ness and they can now be performed out of [[tumble]]. While the changes to air dodges have their benefits, they also cause two changes which noticeably hinder certain characters.  
*[[Air dodge]]s have been changed. The main changes are that they cannot be angled and no longer cause [[helpless]]ness and they can now be performed out of [[tumble]]. While the changes to air dodges have their benefits, they also cause two changes which noticeably hinder certain characters.  
**Because of the changes to air dodges, [[wavedash]]ing is no longer possible which negatively impacts many characters' mobility on the ground, such as in the case of {{SSBB|Luigi}} and {{SSBB|Marth}}
**Because of the changes to air dodges, [[wavedash]]ing is no longer possible which negatively impacts many characters' mobility on the ground, such as in the case of {{SSBB|Luigi}} and {{SSBB|Marth}}
**This also enables [[hitstun cancelling]] which can also be performed with aerials. While this can lead to [[momentum canceling]] which allows many characters to survive longer, it has also heavily limited the combo potential of many characters. Two characters who were noticeably affected by this were {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}}
**This also enables [[hitstun cancelling]] which can also be performed with aerials. While this can lead to [[momentum canceling]] which allows many characters to survive longer, it has also heavily limited the combo potential of many characters. Two characters who were noticeably affected by this were {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}}.
*It is no longer possible to DI moves which do not cause tumble. When combined with the fact that non-tumble hitstun cannot be cancelled, this leads into the game's inescapable chain grabs as well as allowing various moves to chain into themselves more reliably. While this benefits certain characters such as {{SSBB|Pikachu}} and acts as a double edged sword for some others such as {{SSBB|Falco}} and {{SSBB|Sheik}}, it also significantly hinders certain characters such as {{SSBB|Fox}} and Captain Falcon.  
*It is no longer possible to DI moves which do not cause tumble. When combined with the fact that non-tumble hitstun cannot be cancelled, this leads into the game's inescapable chain grabs as well as allowing various moves to chain into themselves more reliably. While this benefits certain characters such as {{SSBB|Pikachu}} and acts as a double edged sword for some others such as {{SSBB|Falco}} and {{SSBB|Sheik}}, it also significantly hinders certain characters such as {{SSBB|Fox}} and Captain Falcon.  
*The [[landing lag glitch]] is a glitch where the landing lag from a special move is carried over if the player does not land normally. This particularly hurts characters who receive high landing lag from their special moves such as Marth and {{SSBB|Ganondorf}}.
*The [[landing lag glitch]] is a glitch where the landing lag from a special move is carried over if the player does not land normally. This particularly hurts characters who receive high landing lag from their special moves such as Marth and {{SSBB|Ganondorf}}.


====Character-specific====
====Character-specific====
*Fox has been severely harmed by the game's universal changes and his most notable tools have been severely toned down. His up smash and up aerial have reduced KO potential, his down throw is laggier and can no longer tech chase, his [[Blaster (Fox)|Blaster]] travels half the distance, and his infamous [[Reflector (Fox)|shine]] combo can no longer be jump-canceled with increased start-up lag and higher angle which significantly weakens its utility. Once a top-tier character, he is generally considered to be high-mid tier in ''Brawl''.
*Fox has been severely harmed by the game's universal changes and his most notable tools have been severely toned down. His up smash and up aerial have reduced KO potential, his down throw is laggier and can no longer tech chase, his {{b|Blaster|Fox}} travels half the distance, and his infamous [[Reflector (Fox)|shine]] can no longer be jump-canceled, has increased start-up lag, and launches at a higher angle, significantly weakening its utility. Arguably the best character in ''Melee'', he is generally considered to be high-mid tier in ''Brawl''.
*Captain Falcon has also been severely harmed by the games universal changes and he generally has worse frame data and KO power. His [[Knee Smash]]'s sweetspot is smaller and has a shorter duration which makes the move more difficult to land compared to ''Melee'' in addition to having almost no reliable setups to combo into it. A high-tiered character in ''Melee'', Captain Falcon frequently ranked among the worst characters in ''Brawl'', with one tier list even considering him the worst character in the game.
*Captain Falcon has also been severely harmed by the games universal changes and he generally has worse frame data and KO power. His [[Knee Smash]]'s sweetspot is smaller and has a shorter duration which makes the move more difficult to land compared to ''Melee'' in addition to having almost no reliable setups to combo into it. A high-tiered character in ''Melee'', Captain Falcon frequently ranked among the worst characters in ''Brawl'', with two tier lists even considering him the worst character in the game.
*Jigglypuff has worse aerial mobility and has suffered severely from the introduction of hitstun cancelling and the universal reduction to falling speeds, weakening its previously devastating [[Wall of Pain]] combos. Jigglypuff's up throw was greatly hindered by these universal changes preventing it from being able to perform the [[Space Animal Slayer]] despite its decreased knockback. [[Rest]]'s damage and knockback was also reduced, making it a considerably less devastating and less safe attack than in ''Melee''. Initially top-tiered in ''Melee'', Jigglypuff is considered among ''Brawl's'' worst fighters.
*Jigglypuff has worse aerial mobility and has suffered severely from the introduction of hitstun cancelling and the universal reduction to falling speeds, weakening its previously devastating [[Wall of Pain]] combos. Jigglypuff's up throw was greatly hindered by these universal changes preventing it from being able to perform the [[Space Animal Slayer]] despite its decreased knockback. [[Rest]]'s damage and knockback was also reduced, making it a considerably less devastating and less safe attack than in ''Melee''. Initially top-tiered in ''Melee'', Jigglypuff is considered among ''Brawl's'' worst fighters.
*Ganondorf's ground mobility is worse and he is one of the characters who was hindered the most from the removal of L-cancelling hindered which has hindered his ability ability to use his aerials for approaching, comboing, and KOing. In addition to this, his neutral attack is much slower and he generally has worse KO power leading to Ganondorf having a considerably worse approach in ''Brawl'' compared to ''Melee''. In addition to his nerfed approach, Ganondorf's grab range is much shorter; now being the shortest in the game. The inclusion of hitstun cancelling along with his altered down throw have also severely hindered his grab game. His recovery is also even worse due to [[Wizard's Foot]] no longer restoring his double jump. A lower mid-tier character in ''Melee'', Ganondorf is frequently considered one of the worst characters in ''Brawl'', with the most recent tier list ranking him as the game's worst fighter.
*Ganondorf's ground mobility is worse and he is one of the characters who was hindered the most from the removal of L-cancelling hindered which has hindered his ability ability to use his aerials for approaching, comboing, and KOing. In addition to this, his neutral attack is much slower and he generally has worse KO power leading to Ganondorf having a considerably worse approach in ''Brawl'' compared to ''Melee''. In addition to his nerfed approach, Ganondorf's grab range is much shorter; now being the shortest in the game. The inclusion of hitstun cancelling along with his altered down throw have also severely hindered his grab game. His recovery is also even worse due to [[Wizard's Foot]] no longer restoring his double jump. A lower mid-tier character in ''Melee'', Ganondorf is frequently considered one of the worst characters in ''Brawl'', with the most recent tier list ranking him as the game's worst fighter.
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====Universal Mechanics====
====Universal Mechanics====
*[[Dash attack cancelled up smash]] (DACUS) has been removed as of patch [[1.0.4]] on the 3DS version and all Wii U versions. This has hindered multiple character's approach potential with some notable examples being {{SSB4|Falco}} and {{SSB4|Sheik}}
*[[Dash attack cancelled up smash]] (DACUS) has been removed as of patch [[1.0.4]] on the 3DS version and all Wii U versions. This has hindered multiple character's approach potential with some notable examples being {{SSB4|Falco}} and {{SSB4|Sheik}}
*[[Glide toss]]ing has been removed which has hindered numerous character's approach with [[item]]s. This particularly hinders characters who can generate item based projectiles such as {{SSB4|Diddy Kong}}, {{SSB4|Peach}} and {{SSB4|R.O.B.}}.
*[[Glide toss]]ing has been removed which has hindered numerous character's approach with [[item]]s. This particularly hinders characters who can generate item based projectiles such as {{SSB4|Diddy Kong}}, {{SSB4|Peach}} and {{SSB4|R.O.B.}}
*Chain grabbing is no longer possible. While this does benefit some characters, it also hinders characters who possessed powerful chain grabs in the previous games such as {{SSB4|Pikachu}}, Falco and {{SSB4|King Dedede}}. Many throws which could chain grab in the previous game have also been altered (such as the down throws of the afforementioned three characters) to make them worse overall.
*Chain grabbing is no longer possible. While this does benefit some characters, it also hinders characters who possessed powerful chain grabs in the previous games such as {{SSB4|Pikachu}}, Falco and {{SSB4|King Dedede}}. Many throws which could chain grab in the previous game have also been altered (such as the down throws of the aforementioned three characters) to make them worse overall.


====Character-specific====
====Character-specific====
*{{SSB4|Falco}}'s [[Blaster]] fires slower and no longer auto-cancels on landing, crippling his neutral game that had relied on the [[short hop laser]]. As previously mentioned, his down throw can no longer chain grab for significant damage at early percentages and it has noticeably increased knockback; making it a worse combo tool while still not being powerful enough to KO. His down aerial is much slower and weaker, removing his fastest and most reliable KO option offstage. His neutral attack is also laggier and has less range. Due to these changes, despite the buffs some of his other moves received, Falco experienced the largest tier drop in the transition to ''Smash 4'', going from being a borderline top tier character to a low tier (arguably mid tier) character.
*{{SSB4|Falco}}'s [[Blaster]] fires slower and no longer auto-cancels on landing, crippling his neutral game that had relied on the [[short hop laser]]. As previously mentioned, his down throw can no longer chain grab for significant damage at early percentages and it has noticeably increased knockback; making it a worse combo tool while still not being powerful enough to KO. His down aerial is much slower and weaker, removing his fastest and most reliable KO option offstage. His neutral attack is also laggier and has less range. Due to these changes, despite the buffs some of his other moves received, Falco experienced the largest tier drop in the transition to ''Smash 4'', going from being a borderline top tier character to a low tier character.
*{{SSB4|King Dedede}}'s new back aerial, though stronger, is much slower, and the hitbox has shorter duration, hurting his approach game. As previously mentioned, his down throw can no longer infinitely chain grab and it no longer has set knockback. The changes to hitstun canceling have also hindered Dedede more than almost any other character as he is much easier to combo while still possessing a rather poor combo game of his own.
*{{SSB4|King Dedede}}'s new back aerial, though stronger, is much slower, and the hitbox has shorter duration, hurting his approach game. As previously mentioned, his down throw can no longer infinitely chain grab and it no longer has set knockback. The changes to hitstun canceling have also hindered Dedede more than almost any other character as he is much easier to combo while still possessing a rather poor combo game of his own.
*{{SSB4|Marth}}'s range (despite his tippers on most of his moves reaching slightly further) is reduced overall, due to most of his hitboxes being reduced in size; coupled with moves that have decreased hitbox durations. Some of his more effective approach options in ''Brawl'' such as in his down tilt and forward aerial have been nerfed in various ways, noticeably hindering his approach in ''Smash 4''. His throws also have much higher base knockback, removing many of his previous set-ups and ability to [[tech-chase]]. Considered among the best ''Brawl'' characters, Marth was initially considered to be a low-tier in ''Smash 4'', though changes in [[update]]s, however, have since improved his viability in the competitive scene, which have allowed him to become a top tier character once again despite still being nerfed overall.
*{{SSB4|Marth}}'s range (despite his tippers on most of his moves reaching slightly further) is reduced overall, due to most of his hitboxes being reduced in size; coupled with moves that have decreased hitbox durations. Some of his more effective approach options in ''Brawl'' such as in his down tilt and forward aerial have been nerfed in various ways, noticeably hindering his approach in ''Smash 4''. His throws also have much higher base knockback, removing many of his previous set-ups and ability to [[tech-chase]]. Considered among the best ''Brawl'' characters, Marth was initially considered to be a low-tier in ''Smash 4'', though changes in [[update]]s, however, have since improved his viability in the competitive scene, which have allowed him to become a top tier character once again despite still being nerfed overall.
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====Universal Mechanics====
====Universal Mechanics====
*The defensive mechanics has been weakened severely as each consecutive usage of rolls, air dodges, and spot dodging lost intangibility frames as well as increased ending lag. Additionally, the changes to perfect shields makes it much harder to perform as it requires the user to shield drop right when the hit connects. Altogether, these changes have nerfed the entire roster in the game making them much more vulnerable to combos and KO confirms.
*The defensive mechanics has been weakened severely as each consecutive usage of rolls, air dodges, and spot dodging lost intangibility frames as well as increased ending lag. Additionally, the changes to perfect shields makes it much harder to perform as it requires the user to shield drop right when the hit connects. Altogether, these changes have nerfed the entire roster in the game making them much more vulnerable to combos and KO confirms.
*All character's [[grab]]s (except for [[tether grab]]s) have increased ending lag which makes them more punishable if missed. These changes were likely made to discourage players from spamming grabs. In addition to this, there is now a 4 frame delay when a [[shield grab]] is performed out of shieldstun; which significantly hinders using a shield grab as an out of shield option.
*All character's [[grab]]s (except for [[tether grab]]s) have increased ending lag which makes them more punishable if missed. These changes were likely made to discourage players from spamming grabs. In addition to this, there is now a 4 frame delay when a [[shield grab]] is performed out of shieldstun, which significantly hinders using a shield grab as an out of shield option.
*The [[rage]] mechanic has been nerfed, which previously allowed many characters (especially heavyweights) to KO very early, and in more notorious cases could turn certain moves with looping hits and [[set knockback]] (such as [[Super Jump Punch]] and [[Screw Attack]]) into potent KO moves at extremely low percents. In ''Ultimate'', the multiplier has been reduced and grows at a slower rate, hindering its comeback potential; additionally, attacks with set knockback are no longer affected by rage.
*The [[rage]] mechanic has been nerfed, which previously allowed many characters (especially heavyweights) to KO very early, and in more notorious cases could turn certain moves with looping hits and [[set knockback]] (such as [[Super Jump Punch]] and [[Screw Attack]]) into potent KO moves at extremely low percents. In ''Ultimate'', the multiplier has been reduced and grows at a slower rate, hindering its comeback potential; additionally, attacks with set knockback are no longer affected by rage.
*Several [[Counterattack|multiplier-based counterattacks]] have been indirectly nerfed; previously, many counterattacks could easily deliver extremely powerful blows if they countered a powerful move, which had the potential to KO low-percentage opponents and makes it almost impossible to DI. In the transition to Ultimate, the effectiveness of DI combined with fast knockback physics resulted counterattacks KOing noticeably later.
*Several [[Counterattack|multiplier-based counterattacks]] have been indirectly nerfed; previously, many counterattacks could easily deliver extremely powerful blows if they countered a powerful move, which had the potential to KO low-percentage opponents and makes it almost impossible to DI. In the transition to ''Ultimate'', the effectiveness of DI combined with fast knockback physics resulted in counterattacks KOing noticeably later.


====Character-specific====
====Character-specific====
*[[Captain Falcon (SSBU)|Captain Falcon]] was slightly nerfed in his transition to ''Ultimate''. Down throw's knockback was altered to reduce its combo potential at high percentages. Raptor Boost was reverted back to a combo starter, but has one more frame of startup. Captain Falcon was negatively affected by universal changes: his dash dance is considered one of the worst in the game due to his below-average initial dash and turnaround speed, his dash grab no longer grants long horizontal momentum, and footstools being [[tech|techable]] make his footstool combos less guaranteed. While he was buffed in Update 3.1.0, the above problems are still prevalent.
*{{SSBU|Captain Falcon}} was slightly nerfed in his transition to ''Ultimate''. Down throw's knockback was altered to reduce its combo potential at high percentages. Captain Falcon was negatively affected by universal changes: his dash dance is considered one of the worst in the game due to his below-average initial dash and turnaround speed, his dash grab no longer grants long horizontal momentum, and footstools being [[tech|techable]] make his footstool combos less guaranteed. While he was buffed in later patches, the above problems are still present.
*The [[Ice Climbers (SSBU)|Ice Climbers]] can no longer pull off chain grabs due to the universal changes to grab mechanics. Nana was also nerfed as she sustains significantly more knockback than Popo, making her easier to KO and cannot act during grabs, preventing her from attacking.
*The {{SSBU|Ice Climbers}} can no longer pull off chain grabs due to the universal changes to grab mechanics. Nana was also nerfed as she sustains significantly more knockback than Popo, making her easier to KO and cannot act during grabs, preventing her from attacking.
*{{SSBU|Marth}} has been moderately nerfed overall. While the faster engine provides Marth some benefits, it makes spacing tippers more difficult. This significantly impacts his kill potential. Jab connects significantly less reliably, nerfing one of his strongest tools from ''Smash 4''. Many professionals agree that his [[clone]]s ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}) are all better characters. While Marth is not considered a low-tier, he is usually overlooked in favor of his clones.
*{{SSBU|Marth}} has been slightly nerfed overall. While the faster engine provides Marth some benefits, it makes spacing tippers more difficult. This hinders the consistency of his kill potential. The first hit of jab no longer connects on anything other than the second hit, nerfing one of his strongest tools from ''Smash 4''. Many professionals agree that his [[clone]] {{SSBU|Lucina}} is a better character. While Marth is not considered a low-tier, he is usually overlooked in favor of her.
*[[Sheik (SSBU)|Sheik]] was one of the most potent characters in ''Smash 4'' due to her neutral game. In ''Ultimate'', her already low damage output was nerfed substantially. As a result, her long combos deal less damage than the rest of the cast's. Up throw is no longer a 50/50 setup. Overall, Sheik is considered much less viable in ''Ultimate'' than in ''Smash 4''.
*{{SSBU|Sheik}} was one of the most potent characters in ''Smash 4'' due to her neutral game. In ''Ultimate'', her already low damage output was nerfed substantially. As a result, her long combos deal less damage than the rest of the cast's. Up throw is no longer a 50/50 setup. Overall, Sheik is considered less viable in ''Ultimate'' than in ''Smash 4'' although she would receive buffs in balance patches.
*[[Mewtwo (SSBU)|Mewtwo]] had its tail hitbox increased, leaving it more prone to combos and KOs despite its increased weight. Down tilt and forward aerial are slower, having less combo potential and guaranteed KOs, respectively. Lastly, its most noticeable nerf was in its air dodge, as it’s a less effective defensive option due to its increased ending lag and the removal of unlimited air dodging.  
*{{SSBU|Mewtwo}} had its tail hitbox increased, leaving it more prone to combos and KOs despite its increased weight, which remains rather low. Down tilt and forward aerial are slower, having less combo potential and guaranteed KOs, respectively. Lastly, its most noticeable nerf was in its air dodge, as it’s a less effective defensive option due to its increased ending lag and the removal of unlimited air dodging. Overall, Mewtwo isn’t considered a top tier like in ''Smash 4''.
*[[Meta Knight (SSBU)|Meta Knight]]’s combo game and KO ability were noticeably toned down even further. With his dash attack having more end lag and more knockback, it’s harder for him to use it to perform his up aerial combos, leading to a KO with neutral aerial or [[Shuttle Loop]]. Furthermore, [[Shuttle Loop]] is less reliable on getting KOs as its first hit now has a set knockback. While it’s still possible for Meta Knight to combo and get KOs with the same setups, it is nevertheless much harder to perform than his previous incarnation.
*{{SSBU|Meta Knight}}'s combo game and KO ability were noticeably toned down even further. With his dash attack having more end lag and more knockback, it’s harder for him to use it to perform his up aerial combos, leading to a KO with neutral aerial or [[Shuttle Loop]]. Furthermore, [[Shuttle Loop]] is less reliable on getting KOs as its first hit now has a set knockback. While it’s still possible for Meta Knight to combo and get KOs with the same setups, it is nevertheless much harder to perform than his previous incarnation.
*In previous games, [[Diddy Kong (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. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Though he hasn't performed as well as in ''Smash 4'', he has been performing generally well in ''Ultimate'' and his reception has improved compared to his initial reception.
*{{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|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 mid-lower tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{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|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. His neutral aerial now has less range due to an altered animation. This makes it difficult 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. While he performs worse in ''Ultimate'' than in ''Smash 4'', he is still considered viable in competitive play.
*{{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.
*All of {{SSBU|Corrin}}’s special moves were markedly nerfed from ''Smash 4''. [[Dragon Fang Shot]] connects and combos less reliably, lessening its follow up potential. [[Dragon Lunge]], previously considered Corrin’s most versatile move, was significantly nerfed. The move has increased ending lag on all kicks and Corrin is now much easier to punish. Additionally, [[Draconic Ascent]] no longer grants Corrin extended distance, making recovery less safe. The [[Counter Surge]], previously the strongest counterattack in the game, has been dramatically nerfed, along with ending lag being increased. Corrin is considered far less potent than in ''Smash 4''.
*{{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|Bayonetta}} was widely considered the best character in ''Smash 4'', with many competitors considering her [[broken]] because of her [[ladder combo]]s. As such, she has been significantly nerfed in ''Ultimate''. While she can still rack up percent, her moves lack KO power and her combo moves are much less reliable. In ''Ultimate'', she is considered to be mediocre because of her inconsistency and her inability to kill.
*All of {{SSBU|Corrin}}’s special moves were markedly nerfed from ''Smash 4''. [[Dragon Fang Shot]] connects and combos less reliably, lessening its follow up potential. [[Dragon Lunge]], previously considered Corrin’s most versatile move, was significantly nerfed. The move has increased ending lag on all kicks and Corrin is now much easier to punish. Additionally, [[Draconic Ascent]] no longer grants Corrin extended distance, making recovery less safe. The [[Counter Surge]], previously the strongest counterattack in the game, has been significantly nerfed, along with ending lag being increased. Corrin was considered a far less potent than in ''Smash 4'' but patches have improved him over time especially in the 8.0.0 update.
*{{SSBU|Bayonetta}} was widely considered the best character in ''Smash 4'', with many competitors considering her [[broken]] because of her [[ladder combo]]s along with an incredibly versatile moveset with devastating punishment options. As such, she has been significantly nerfed in ''Ultimate''. While she is still capable of racking up damage, her KO prowess and frame-data have been heavily reduced to the point of being relatively lacking compared to most of the cast and her combo moves are much less reliable for leading into KOs, especially vertically due to her up aerial now launching at a weak horizontal angle and her forward aerial has a harder time combining into itself. Heel Slide and After Burner Kick are both much more punishable on shield due to the former not activating the second hit on a shielded opponent whereas the latter cannot perform the move a second time on shield, making her side special much riskier to use as a combo starter overall. Witch Time’s duration has been reduced substantially to the point where she may not have time to even land an uncharged smash attack. In ''Ultimate'', she is often considered to be mediocre because of her inconsistency and difficulty scoring KOs, though results from some of her dedicated players have somewhat improved her perception compared to ''Ultimate’s'' early lifespan.


=== ''Ultimate'' game updates ===
=== ''Ultimate'' game updates ===
===='''2.0.0'''====
====2.0.0====
*Several of {{SSBU|King K. Rool}}'s attacks were nerfed: his [[Blunderbuss]] has a shorter windbox, [[Propellerpack]]'s hitbox has been reduced in size, and his Down Throw buries for less time at low percents. Additionally, his Down Throw can no longer bury on the third throw, removing an infinite.
*Some of {{SSBU|King K. Rool}}'s attacks were nerfed: his [[Blunderbuss]] has a shorter windbox duration, [[Propellerpack]]'s hitbox has been slightly reduced horizontally, and his down throw buries for less time at low percents. Additionally, his down throw can no longer bury on the third throw, removing an infinite. However, contrary to popular belief, these changes were very minor, especially since his down throw actually buries for longer at higher percents, improving his KO confirm capabilities. King K. Rool would also get several significant buffs at later patches, making him a significantly stronger character than he was on release despite these early nerfs.
*{{SSBU|Chrom}} was dominant in earlier competitive tournaments due to his ability to combo into [[Soaring Slash]], KOing opponents first even when at last stock. As of patch 2.0.0, Soaring Slash’s knockback has been reduced and the move has faster falling speed, KOing Chrom first. It is now unsuitable in last stock situations unless Chrom has more stocks than the opponent.
*{{SSBU|Chrom}} was dominant in earlier competitive tournaments due to his ability to combo into [[Soaring Slash]], KOing opponents first even when at last stock. As of patch 2.0.0, Soaring Slash’s knockback has been reduced and the move has faster falling speed, KOing Chrom first more often. It is now unreliable unless Chrom has more stocks than the opponent.
===='''3.1.0'''====
*{{SSBU|Pichu}} was previously considered one of the best characters in the game. Update 3.1.0 brought several changes: all recoil electrical attacks now do more damage, its forward tilt has its knockback reduced, and its hurtbox has been increased, lowering its survivability. Pichu is now a riskier and weaker glass cannon character, and dying earlier, but as of update 3.1.0, it’s considered high tier.
*{{SSBU|Olimar}}'s forward smash clean hit became much harder to land in update 3.1.0 due to altered duration of the hitbox. Both it and his up smash have increased ending lag. His hurtbox has been increased and his [[Winged Pikmin]] travels shorter with every consecutive usage, weakening his survivability. Olimar was initially considered a top-tier character comparable to his counterpart in ''Brawl'', but as of update 3.1.0, he is considered high tier. Olimar continues to remain viable, but is weaker post-patch.


===='''4.0.0'''====
====3.1.0====
*{{SSBU|Ivysaur}}'s down air received a smaller sweetspot, making it harder to spike with. [[Razor Leaf]] became slower and had longer vulnerability and the aerial version of [[Vine Whip]] received shorter knockback when the sweetspot connected, lowering it's kill potential.
*{{SSBU|Pichu}} was previously considered one of the best characters in the game. Update 3.1.0 brought several changes: all recoil electrical attacks now do increased self damage, its forward tilt has its knockback reduced, and its hurtbox has been increased, lowering its survivability. Pichu is now a riskier and weaker glass cannon character, and as of update 3.1.0, it’s usually considered mid-tier. Pichu continues to remain viable but is weaker post-patch with worse results in tournaments after the update.
 
*{{SSBU|Olimar}}'s forward smash clean hit became much harder to land in update 3.1.0 due to altered duration of the hitbox. Both it and his up smash have increased ending lag. His hurtbox has been increased and his [[Winged Pikmin]] travels shorter with every consecutive usage, weakening his survivability. Olimar was initially considered a top tier character like in ''Brawl'', but since update 3.1.0, he is usually considered high tier. Olimar continues to remain viable, but is weaker post-patch.
 
====4.0.0====
*{{SSBU|Ivysaur}}'s down air received a smaller sweetspot, and [[Razor Leaf]] became slower and had longer vulnerability and the aerial version of [[Vine Whip]] received lower knockback when the sweetspot connected, reducing its KO potential.
*{{SSBU|R.O.B.}}’s jab received shorter hitstun, causing it to no longer lead into a down tilt loop.
*{{SSBU|R.O.B.}}’s jab received shorter hitstun, causing it to no longer lead into a down tilt loop.
====7.0.0====
*{{SSBU|Joker}}'s horizontal range of downward aerial Gun was reduced and Arsene loses more Rebellion Gauge when hit if there are two to three opponents in the match.
====11.0.0====
*{{SSBU|Wario}}'s [[Wario Waft|Waft]] received more start up lag for both medium and max charge and up tilt's late hit had its hitbox duration shortened.
[[Category:Terms]]
[[Category:Terms]]
===='''7.0.0'''====
*{{SSBU|Joker}}'s horizontal range of downward aerial Gun was reduced and Arsene loses more rebellion gauge when hit if there are two to three opponents in the match.
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