Editing Brawl-/Character changes
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*{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | *{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | ||
*{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | *{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | *{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | ||
*{{buff|Up tilt can now meteor smash at his heel.}} | *{{buff|Up tilt can now meteor smash at his heel.}} | ||
*{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | *{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | ||
*{{buff|Up smash has greater range and | *{{buff|Up smash has greater range and no longer has [[Smash directional influence|SDI]].}} | ||
*{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | *{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|A clean Knee Smash is stronger and can be done on any part of its initial hitbox.}} | |||
*{{buff|Down aerial always meteor smashes.}} | |||
*{{buff|All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.}} | *{{buff|All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | *{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | ||
*{{buff|Back throw is now a meteor smash.}} | *{{buff|Back throw is now a meteor smash.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falcon Punch]] hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | *{{buff|[[Falcon Punch]] hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | ||
**{{buff|Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go too soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.}} | **{{buff|Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go too soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.}} | ||
**{{change|Falcon Punch has drastically increased hitlag.}} | **{{change|Falcon Punch has drastically increased hitlag.}} | ||
*{{buff|[[Falcon Dive]]'s grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.}} | |||
**{{nerf|If the grab lands, the animation is stalled out significantly longer while Captain Falcon says "Show me your moves!", giving an opponent more time to DI or tech the explosion should he or she be near a wall.}} | |||
*{{buff|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]], and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.}} | *{{buff|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]], and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.}} | ||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move for follow up combos.}} | |||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move | |||
===Taunts=== | ===Taunts=== | ||
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*{{change|Has four costumes where he wears a hoodie}} | *{{change|Has four costumes where he wears a hoodie}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Knockback on forward and down tilts now deal set knockback.}} | *{{change|Knockback on forward and down tilts are now deal set knockback.}} | ||
*{{nerf|Dash attack can go off of ledges.}} | *{{nerf|Dash attack can go off of ledges.}} | ||
*{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | *{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | ||
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=={{SSBB|Donkey Kong}}== | =={{SSBB|Donkey Kong}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | *{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | ||
*{{buff|Forward smash produces a wind effect.}} | |||
*{{buff|Donkey Kong slides much farther when doing a running up smash.}} | *{{buff|Donkey Kong slides much farther when doing a running up smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial has a sourspot that hits opponents towards Donkey Kong, allowing for more followups.}} | ||
*{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | *{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | ||
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*{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | *{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | ||
*{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | *{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | ||
*{{buff|''Barrel Pull'': [[Hand Slap]] | *{{buff|''Barrel Pull'': [[Hand Slap]] pulls out a [[Barrel]] if the special move button is held. The Barrels will disappear quickly and no longer explode. The move is also faster and has significantly larger hitboxes.}} | ||
*{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | *{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | ||
=={{SSBB|Falco}}== | =={{SSBB|Falco}}== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, allowing him to shoot them at a more rapid pace. In addition, if one holds B, instead of launching a Fireball, Mario will use the Firebrand move from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', | *{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, allowing him to shoot them at a more rapid pace. In addition, if one holds B, instead of launching a Fireball, Mario will use the Firebrand move from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', a single hit burst of flame from his palm with solid damage and knockback.}} | ||
*{{buff|By holding ''B'', [[Super Jump Punch]] can be | *{{buff|By holding ''B'', [[Super Jump Punch]] can be performed twice in succession, akin to Pikachu's Quick Attack, can be canceled into a walljump from frame 9, and the final hit is much stronger.}} | ||
*{{buff|[[F.L.U.D.D.]] is always fully charged. It now | *{{buff|[[F.L.U.D.D.]] is always fully charged. It now pulls opponents towards Mario and can be canceled into anything except another F.L.U.D.D.}} | ||
*{{buff|[[Mario Finale]] can be jump canceled.}} | *{{buff|[[Mario Finale]] can be jump canceled.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Pichu is significantly heavier (55 → 74).}} | *{{buff|Pichu is significantly heavier (55 → 74).}} | ||
*{{ | *{{buff|Pichu no longer takes any recoil from normal attacks. Instead, while performing an aerial, special, or smash attack, the player can hold down the button to strengthen the move at the expense of self-damage.}} | ||
*{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | *{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Up smash now has electrical properties.}} | *{{change|Up smash now has electrical properties.}} | ||
**{{change|It now has a different angle of knockback (85 → 101).}} | **{{change|It now has a different angle of knockback (85 → 101).}} | ||
**{{nerf|It has less knockback ( | **{{nerf|It has much less base knockback (80 → 48).}} | ||
*{{ | **{{buff|It has more knockback growth (64 → 69). When charged, it has much more growth (69 → 93) at the expense of 6% self-damage.}} | ||
*{{nerf|Forward smash is significantly weaker (73 base, 89 growth → 69 base, 54 growth) and sends at the Sakurai angle.}} | |||
**{{buff|It is now a single hit that does 18% damage. When charged, it does 8% damage to Pichu but much more growth (54 → 74).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Hitting the ground during its downward aerial causes an explosion ([[Bulbapedia:Zap_Cannon_(move)|Zap Cannon]]). Boosted down aerial also meteor smashes and is a stall-then-fall.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{ | *{{buff|Pichu's tapped neutral special is [[Bulbapedia:Nuzzle_(move)|Nuzzle]], which stuns opponents in front of Pichu at close range without self-damage. Pichu's held neutral special is [[Bulbapedia:Electro_Ball_(move)|Electro Ball]], which causes Pichu to take self-damage but leave behind a sphere of electricity that can stop approaches. Electro Ball is an exception to the recoil feature, being weaker than Nuzzle.}} | ||
*{{buff|Pichu's tapped side special is [[Bulbapedia:Fling_(move)|Fling]], a move that launches him forward, striking opponents at the beginning of the move. When held, side special becomes [[Bulbapedia:Wild_Charge_(move)|Wild Charge]], which sends Pichu even farther and deals more damage at the expense of self-damage.}} | |||
*{{buff|Pichu's side special is [[Bulbapedia: | *{{buff|Tapped up special is still [[Bulbapedia:Agility_(move)|Agility]], but it does not damage Pichu or leave it helpless, and is one quick burst of distance that can be used up to three times in the air. Held up special is [[Bulbapedia:Volt_Switch_(move)|Volt Switch]], which functions the same way but causes damage to both the opponent and Pichu.}} | ||
*{{buff|[[Agility]] | *{{buff|Tapped down special is [[Bulbapedia:Thunderbolt_(move)|Thunderbolt]], which is weaker than Thunder but is faster and does not directly hit Pichu, thus removing the self-damage. Held down special is [[Bulbapedia:Discharge_(move)|Discharge]], which causes significant self-damage to Pichu, but is also much stronger, able to KO below 100% if sweetspotted.}} | ||
*{{ | |||
===Taunts=== | ===Taunts=== | ||
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*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}} | *{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}} | ||
**{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | **{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | ||
*{{change|{{b|Zero Laser|Samus}} | *{{change|{{b|Zero Laser|Samus}} will never transform Samus into Zero Suit Samus.}} | ||
===Taunts=== | ===Taunts=== | ||
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**{{nerf|Opponents break free faster.}} | **{{nerf|Opponents break free faster.}} | ||
*{{buff|[[Egg Roll]] is much faster, no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground, and is grab cancelable.}} | *{{buff|[[Egg Roll]] is much faster, no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground, and is grab cancelable.}} | ||
*{{buff|[[Egg Throw]] | *{{buff|[[Egg Throw]] has a fire trail and produces a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.}} | ||
*{{buff|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | *{{buff|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | ||
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=={{SSBB|Zero Suit Samus}}== | =={{SSBB|Zero Suit Samus}}== | ||
===Attributes=== | ===Attributes=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{ | *{{change|Pressing the grab button for the last hit of a jab will fire a weak shot.}} | ||
*{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | *{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | ||
*{{nerf|Down smash is slower.}} | *{{nerf|Down smash is slower.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal | *{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal aerial. This move spikes unless the A button is held. This causes her to perform a multi hitting flipping attack propelling her up.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | *{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | ||
*{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | *{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | ||
*{{ | *{{buff|Down special only uses the attack portion with A. This is so the move can be followed up with specials better. Can jump in either direction, and double jump is regained.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{buff|Up taunt gives ZSS a throwable arm cannon.}} | *{{buff|Up taunt gives ZSS a throwable arm cannon.}} | ||
<br/> | |||
==References== | ==References== | ||
*http://blog.brawlminus.net/characters | *http://blog.brawlminus.net/characters | ||
*https://brawlminus.net/characters | *https://brawlminus.net/characters |