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'''Buffed''' is a term to describe the strengthening of a veteran character's attributes when making a sequel, to make the specific character more balanced. The opposite of buffed is [[Nerfed]].
[[File:FalconDownAirBuff.png|thumb|An example of a buff, involving slightly increased hitbox sizes in [[Captain Falcon]]'s down air.]]
A '''buff''' is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel.  Buffs are often done as an attempt to balance the roster, by strengthening characters that are too weak; however, buffs can also be inadvertently added if a character is indirectly strengthed by an external gameplay change. Buffs contrast with "[[nerf]]s", which involve the weakening of a character or aspects of a character between sequel games and game updates.


==Notable Examples of buffs in the ''Super Smash Bros.'' series==
For Example: From Melee to Brawl, Zelda is slightly quicker, [[Din's Fire]] was improved, and some attacks were made more powerful.
===''Smash 64'' to ''Melee''===
====Universal Mechanics====
*Every character now has four throws and specials with every character gaining an [[up throw]], a [[down throw]] and a [[side special]]. Some throws and specials from the previous game has been remapped to these new moves. Up and down throws give multiple characters the ability to [[chain grab]] or [[tech-chase]] their opponent while side specials can grant characters an additional recovery option, a new defensive option, a new projectile or simply just a new attack.
**Additionally, {{SSBM|Link}} and {{SSBM|Samus}} now have a [[grab aerial]]; which they can use as a extra attack or as a additional recovery option.
*[[Air dodge]]s have been introduced where the player can dodge in the air into any direction they want to. This not only gives everyone a defensive option in the air but it also gives characters an additional recovery option. When performed diagonally into the ground, it will make the player slide across the ground known as [[wavedash]]ing. Wavedashing gives characters an additional movement option on the ground which especially benefits characters with low [[traction]]; most notably {{SSBM|Luigi}}.
*When the player lets go off a [[ledge]], it will no longer cancel the [[intangibility]] gained from grabbing the ledge. This allows multiple characters to safely stall at the ledge with {{SSBM|Jigglypuff}} being the character who can abuse it the most. The player can also quickly waveland onto the stage after getting off the ledge which can allow them to perform many of their moves while still being intangible with {{SSBM|Fox}} and Luigi being two characters who can solidly abuse this.  


====Character-specific====
==Characters who had attributes buffed from [[Super Smash Bros.|SSB]] to [[Super Smash Bros. Melee|SSBM]]==
*Jigglypuff significantly benefits from ''Melee''{{'}}s universal changes and its aerial mobility has been significantly increased; with its back and forward aerials also having less ending lag. These changes make Jigglypuff's [[Wall of Pain]] much more effective than it was previously. [[Rest]] has also received a significant increase to its already extreme strength and [[Pound]] has become a much more effective stalling option. A mid-tier character in ''Smash 64'', Jigglypuff is now considered among the strongest characters in ''Melee''.
*[[Samus (SSBM)|Samus]]: Recovery, new great projectile.
*As previously mentioned, Luigi immensely benefits from the addition of wavedashing, improving his previously unreliable and unsafe ground approach from his poor [[traction]]. Luigi also has better frame data overall and he has gained new combo starters such as his down smash, and neutral aerial. Considered the worst character in ''Smash 64'', Luigi jumped to the mid-tiers in ''Melee'' and commands a sizeable playerbase.
*[[Link (SSBM)|Link]]: Much better recovery (from arguably the worst to one of the best), faster character
*[[Captain Falcon (SSBM)|Captain Falcon]]: Horizontal aerial movement, his great new [[Knee Smash]].
*[[Jigglypuff (SSBM)|Jigglypuff]]: Rest is much stronger, increased priority, [[Pound]] is much faster, all jumps give height, increased range, better horizontal aerial movement.
*[[Donkey Kong (SSBM)|Donkey Kong]]: [[Giant Punch]] is faster, much faster air speed, faster character overall.


===''Melee'' to ''Brawl''===
==Characters who had attributes buffed from [[Super Smash Bros. Melee|SSBM]] to [[Super Smash Bros. Brawl|SSBB]]==
====Universal Mechanics====
*[[Yoshi (SSBB)|Yoshi]]: [[Egg Toss]] can be used for recovery, pivot grab allows lag-free grab with the addition of being longer ranged, stronger tilts and aerials (except dair which does less damage and fair which now needs to sweetspot to spike), faster [[air speed|horizontal aerial speed]].
*Most returning veterans have increased aerial mobility improving their recovery and making them less vulnerable to aerial pressure.
*[[Mr. Game and Watch (SSBB)|Mr. Game & Watch]]: Often stated to be the most buffed of all characters. Increased priority; shield fully covers him; uses a parachute after [[Fire]], making him fall slowly and can attack  after; [[Oil Panic]] can cancel all knockback dealt to him; larger sweetspot size in down smash and the sourspot can now also KO, and, overall, a faster and stronger character.
*[[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  wavedashing can no longer be performed due to these changes, this also makes air dodging a much stronger defensive option especially when combined with their reduced landing lag.  
*[[Zelda (SSBB)|Zelda]]: [[Din's Fire]] has increased hitbox size, moves much faster, is stronger and has less end lag and if she's hit while doing it it travel full distance and explodes; [[Farore's Wind]] can hit when reappearing; up aerial is a much better finisher, sweetspot aerials have increased in knockback; [[dash]] speed is a bit faster; faster grab, and her moves are overall faster and stronger.
*Due to the introduction of [[hitstun canceling]], [[momentum canceling]] can also be performed. This allows many characters to survive longer with {{SSBB|Mr. Game & Watch}} being the character who can abuse momentum canceling the most.  
*[[Kirby (SSBB)|Kirby]]: Better throws, increased priority, much stronger smash attacks, faster air speed (though still much slower than in [[SSB]]), can eat items, his hammer no longer has a sweetspot (very powerful wherever it connects), increased range, his throws are no longer escapable and overall a faster character.
*It is now possible to cancel a dash attack into an up smash (known as [[Dash attack cancelled up smash]]). This allows some characters to cover a great distance when performing their up smash, making it an excellent approach option for some characters. {{SSBB|Falco}} and {{SSBB|Sheik}} are two veterans who can particularly abuse DACUS.  
*[[Donkey Kong (SSBB)|Donkey Kong]]: Fully charged [[Giant Punch]] has super armor while DK is throwing it, [[Headbutt]] can also dig if Donkey Kong is in the air with the addition of being faster and more damaging, down tilt and down angled side tilt now [[Prat Falling|trips]], [[Spinning Kong]] can completely cancel knockback, goes slightly farther both horizontally and vertically and also has super armor, his up smash can hit grounded opponents, his side and down smashes are much stronger in terms of knockback, [[Hand Slap]] has more range and damage, better approach, shield size increased, only the opponent takes damage for a carry release, increased range, speed and power in his attacks making him overall, a faster, stronger character.
*It is no longer possible to [[DI]] moves which do not cause tumble. While this is rather detrimental for certain characters, it also allows for inescapable chain grabs and it allows various moves to chain into themselves more reliably. {{SSBB|Pikachu}} is a character who particularly benefits from this change as it gives Pikachu access to inescapable zero-to-death chain grabs against certain characters while not making Pikachu too vulnerable to chain grabs itself.
*[[Ness (SSBB)|Ness]]: his spike is much more powerful, is faster and has much better range; dash grab has better range and is faster; less lag in [[PK Thunder 2]]; up and down smash can now KO at very high percentages; [[PK Flash]] charges slightly faster and is easier to direct; [[PK Fire]] is faster; back throw is slightly more powerful, and overall a stronger character.
*[[Shield]] stun has been reduced overall and most shield drops now only take 7 frames to complete (down from 14 frames). This makes shielding a stronger defensive option and dropping shield to punish moves is a much more viable option. [[Powershielding]] is also more effective as it reduces shieldstun and shield pushback even further and it no longer reflects projectiles which benefits Falco in particular.
*[[Bowser (SSBB)|Bowser]]: [[Fire Breath]] can be aimed up and down, recharges faster and the lowest decay has much more range; side tilt is better range, [[Bowser Bomb]] falls faster and also hits while jumping when used in the ground; up smash has longer range; jumps higher; increase [[air speed]], and faster character overall.  
*[[Ice Climbers (SSBB)|Ice Climbers]]: Both can grab the ledge at the same time; [[Belay]] is a tether recovery if near the ledge, lone Belay gives slight distance; the partner is better as a character
*[[Luigi (SSBB)|Luigi]]: Taunt has stronger set knockback; forward smash is much stronger in terms of knockback; back throw is stronger; [[Green Missile]] can be charged infinitely and missfire goes less distance to make self destructs much less common; much easier to gain height with [[Luigi Cyclone]]; [[Super Jump Punch]] is more like its [[Super Smash Bros.]] counterpart and can cover horizontal distance easier, and stronger character overall in terms of knockback
*[[Pikachu (SSBB)|Pikachu]]: [[Thunder]] has less lag and is stronger when it hits Pikachu; increased grab range (no longer the shortest); can now Quick Attack Cancel
*[[Marth (SSBB)|Marth]]: [[Dolphin Slash]] improved, counter deals more damage, and dancing blade is faster and easier to connect with.


====Character-specific====
==See Also==
*{{SSBB|Kirby}}: To ail his status as the worst character in ''Melee'', the changes in physics reduces Kirby's vulnerability to combos, and several of his moves have higher priority, damage, and KO power. The ability to grab ledges from behind via double jumps also aids Kirby's recovery, significantly reducing the already low difficulty of him returning to the stage. His air speed is also faster.
*[[Nerfed]]
*{{SSBB|Pikachu}}'s ground approach, manuverability, and getaway options were all significantly improved by the introduction of [[Quick Attack cancel]]ling. Furthermore, buffs to Pikachu's forward and down throws gave them powerful chain-grab potential, especially against fast-fallers; adding to this, Pikachu's grab range was buffed from ''Melee'', where it had commanded among the lowest grab ranges. Initially a high-mid tier character in ''Melee'', Pikachu is considered a high-tiered character in ''Brawl''.
*{{SSBB|Mr. Game & Watch}}'s defensive options were significantly buffed in ''Brawl'', with a larger shield, increased falling speed relative to the cast, higher weight, and new access to [[momentum cancelling]] via [[Oil Panic]]. Initially suffering one of the worst survivabilities in ''Melee'', Mr. Game & Watch is surprisingly difficult to KO in ''Brawl''; coupled with improvements to his ground game, Mr. Game & Watch went from a bottom tiered character in ''Melee'' to a solid high tier character in ''Brawl'', with early tier lists ranking him as among the best characters in the game.


===''Brawl'' to ''Smash 4''===
{{stub}}
*In the transition, a majority of veterans were overall nerfed in terms of their movesets (especially higher tiered characters) however, the game's universal gameplay changes have significantly benefitted most of the cast resulting in a fair amount of characters being stronger overall even if their toolset is weaker overall.
[[Category:Unofficial lingo]]
====Universal Mechanics====
*Most returning veterans have had their dash speeds increased.
*Fast falling speeds have been increased across the board; making many characters harder to juggle.
*The effect of hitstun cancelling and DI have been significantly decreased. This has greatly improved the combo potential of many characters with some examples being {{SSB4|Mario}}, {{SSB4|Luigi}}, {{SSB4|Captain Falcon}} and {{SSB4|Sheik}}.
*The effect of [[SDI]] has been reduced which makes many multi-hitting moves considerably more reliable and difficult to escape.
*Edge hogging has been replaced with ledge trumping; which has made recovering much easier and has made edge-guarding much harder. The only option a player has to stop their opponent from grabbing the edge is to hit them during the first two frames of their ledge grab animation which is more difficult and less consistent/effective than edge hogging. This especially benefits characters who had rather poor recoveries in the previous game.
*[[Roll]]s and especially air dodges are noticeably faster. Air dodges in particular have less startup lag and much less ending lag; making them easily spammable in the air. This further improves each character's recovery and ability to escape juggles.
*Chain grabbing has been removed. While this hinders some characters, it also greatly benefits other characters such as {{SSB4|Fox}} and Sheik.
*[[Rage]] has been introduced where moves deal more knockback as a character's percent increases. This enables players to KO earlier if they themselves are at KO percent. This particularly benefits heavyweights who can easily build up a lot of rage as well as characters who have powerful ladder combos and moves with very high set knockback such as Mario, {{SSB4|Peach}}, {{SSB4|Samus}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}. These characters can potentially KO their opponents as low as 0% if they have enough rage.
 
====Character-specific====
*{{SSB4|Captain Falcon}} has greatly benefited from the game's universal changes, restoring his previously powerful combo ability in ''Melee'', including set-ups into his [[Knee Smash]] due to his altered up aerial. Along with this, buffs to the distance granted by his dash grab also grant Captain Falcon a variety of new combo starters; general increases to his range also made Falcon's approach safer in ''Smash 4'' compared to ''Brawl''. The reworked ledge mechanics also buff his recovery, which was previously considered among the worst in ''Brawl''. Considered one of the worst characters in ''Brawl'', Captain Falcon is generally seen as a high tier in ''Smash 4''.
*Of all characters, {{SSB4|Mario}} is generally considered to have been buffed the most. The game's universal changes greatly benefit him, granting him a much more powerful combo game that the opponent can't escape from. His aerial mobility has also been improved significantly which gives him a much better recovery when combined with various universal changes. With these buffs, he is usually seen as a top tier or at the very least, a high tier.
*{{SSB4|Ness}} also significantly benefits from various universal changes, which benefitted his ability to setup and finish combos, most notably through [[PK Fire]] and his down tilt. Ness' forward aerial also connects better and is a greater combo tool due to universal changes; allowing it to easily chain into itself at low percents. His grab and throw game are even more effective due to various universal changes. Ness' grounded [[grab release]] also has reduced ending lag to match the rest of the cast; removing many grab follow-ups that could previously be performed on the character. A low-mid tiered character in ''Brawl'', Ness is now considered a low high-tier character in ''Smash 4 ''
*Due to her separation from {{SSB4|Zelda}}, {{SSB4|Sheik}} has gained a new down special known as [[Bouncing Fish]]. This new down special gives Sheik a new recovery option and a new KO move; offsetting two of her more notable weaknesses in the previous game. Her air speed is also much higher which also significantly improves her recovery and general mobility in the air. Sheik greatly benefits from the game's universal changes overall with her combo ability being considerably expanded upon and her altered forward aerial has made it an effective combo tool. Initially a low-mid character in ''Brawl'', Sheik is widely considered one of the best characters in ''Smash 4'' albeit to a lesser extent than in earlier versions of the game.
*{{SSB4|Sonic}} was significantly buffed due to his KO power being noticeably increased. He now has more KO moves and he overall benefits from the game's universal changes. His multi-hits are more reliable/consistent and his combo game is greater overall. The game's universal changes also considerably aid his KO potential. He has gone from 22nd place in the Brawl tier list to 7th in the Smash 4 list. This also makes him the third highest veteran in the game, and his tournament results are still beyond average as of today.
*{{SSB4|Bowser}}'s mobility has improved drastically and his KO power has also been considerably increased. His up throw is also now a powerful combo tool (as of [[1.1.3]]) which can even lead into an up aerial for an early KO. Bowser also greatly benefits from the inclusion of rage as it further boosts his already higher KO power and due to his extreme weight (which has been significantly increased), he can very easily build up a lot of rage. Considered a low/bottom tier character in ''Brawl'', Bowser is now a solid High tier in ''Smash 4''.
 
===''Smash 4'' game updates===
*{{SSB4|Marth}} was significantly nerfed from ''Brawl'', with less effective range, poorer frame data, poor approaching options, and a weakened grab game, resulting in a precipitous fall from the top tier in ''Brawl'' to the bottom tier  in ''Smash 4''. [[Updates]] however, slowly begun to improve Marth's and {{SSB4|Lucina}}'s standing in the competitive community (especially after update [[1.1.4]]), with said updates improving his frame data, range, damage output and KO power. His neutral attack in particular was significantly buffed. In later updates, it launches opponents vertically and received less ending lag; making it a powerful combo tool. With these improvements, Marth's previously small playerbase increased, and his standing in the metagame had improved significantly. He was ranked as a low tier on the first tier list although in the last two tier lists, he has regained his position as a top tier character.
*While {{SSB4|Mewtwo}} received some buffs in ''Smash 4'' compared to ''Melee'', such as improved strength and consistency in its aerial and special moves and speedier movement, Mewtwo was still initially considered a low-tier character in ''Smash 4'', due to its poor approach and grab game in comparison to ''Melee''; furthermore, one of Mewtwo's biggest flaws in ''Melee'', its poor combination of being light, floaty, and large, was made worse in ''Smash 4''. Updates, however, have improved Mewtwo's standing in the metagame, with its mobility being drastically increased as well as having improved frame data, KO power and survivability. Initially a low tier in ''Melee'' and early versions of ''Smash 4'', Mewtwo jumped to the tenth position in the second ''Smash 4'' tier list where it has remained for the past three tier lists.
 
===''Smash 4'' to ''Ultimate'' ===
*In transition to ''Ultimate'', many veterans have been buffed significantly due to a vast majority of universal changes mostly because the game was reworked to speed up gameplay such as landing lag reduction, air dodge mechanics, and offensive plays.
 
====Universal Mechanics====
*With the exception of {{SSBU|Ryu}}, all returning veterans from Smash 4 have had their dash speeds increased.
*All jumpsquats are now only 3 frames long. This gives all characters (besides {{SSBU|Pichu}}) access to their aerials sooner when they are on the ground; granting them more combo opportunities and making aerials more effective as an out of shield option. This especially benefits characters who had rather long jumpsquats in previous installments such as {{SSBU|Snake}} and {{SSBU|Bowser}}.
*[[Traction]] has been significantly increased across the cast with even the lowest traction values being greater than the highest traction values in ''Smash 4''. {{SSBU|Luigi}} in particular benefits the most from this change as his traction is no longer the lowest in the game like in all previous titles, granting him a better approach as well as a significantly improved out of shield game.
*It is now possible to cancel a dash with any grounded move. This gives character's a wider array of approach options.
*Grounded meteor smashes can no longer be [[tech]]ed like in Smash games prior to ''Smash 4''. This generally makes meteor smashes more reliably combo tools (especially since most meteor smashes have reduced landing lag) as well as making them more reliable KO moves on stage.
 
====Character-specific====
*{{SSBU|Pokémon Trainer}} as a whole received significant buffs through the tweaking and removal of detrimental [[character mechanic]]s. Stamina is no longer a factor so Pokémon are no longer forced to change, or fight at reduced strength; type effectiveness has been removed so Ivysaur no longer suffers additional knockback from fire damage; Ivysaur's [[Vine Whip]] can no longer be canceled out by ledge hogging and [[Pokémon Change]] is much quicker and can be used in midair, giving it applications as both a dodge and a recovery mixup tool.
*{{SSBU|Roy}} and {{SSBU|Lucina}} arguably benefit the most from ''Ultimate''{{'}}s universal changes and mechanics. The nerfing of defensive options compliment their aggressive playstyle when compared to their parent character {{SSBU|Marth}}, and the universal mobility buffs, landing lag reductions, and ability to cancel a dash into any ground attack greatly improve their approaches and make landing the sweetspot of Roy's sword attacks easier.
*Compared to other fighters, {{SSBU|Pichu}} was one of the most buffed characters. Pichu's recoil, which is one of the big problems that caused its bottom tier status in Melee, was not only decreased, but also now benefits it with thanks to rage. Not only that, but its approach options are more effective, as Pichu's fast mobility has improved and it can now crawl. Not only do Pichu's electric attacks do more damage and less recoil, but it is now much heavier, although it's still the lightest character in the game. This, combined with its fast mobility helps Pichu fight better. Pichu was considered to be a top-tier in the early stages of the game, though it later got noteworthy nerfs through game updates which affected its viability, it nonetheless remains a strong character and drastically better than its ''Melee'' appearance.
*{{SSBU|Palutena}}'s zoning game has been significantly buffed in ''Ultimate''. Her up smash lasts significantly longer and her neutral special [[Autoreticle]] covers more range. Her old side special has been replaced with [[Explosive Flame]], improving her offensive game.
*{{SSBU|Shulk}}'s aerials have decreased landing lag, thus improving his frame data allowing for more guaranteed follow ups along with his buffed Monado Arts which can now be switched faster. Additionally, he can now use the advanced technique {{h2|Monado Arts|dial storage}}.
 
===''Ultimate'' game updates===
*{{SSBU|Ryu}} was notorious for his poor performance due to the nerfs he received during his initial release. His [[Echo Fighter]] {{SSBU|Ken}} was slightly more prominent as he performs slightly better than him, though Ken was still regarded as low-tier. Possibly as a result of this, update 3.1.0 addresses several buffs that grants both Ryu and Ken even more combo potential. All of their moves were made to connect into each other much more fluidly such as their held attacks and longer input window.
*Since the early metagame of ''Ultimate'', {{SSBU|Diddy Kong}} was designated as a lower tiered character. His combo game was significantly nerfed, going from among the best to just mediocre. He retains his weaknesses in the form of his bad damage output, bad KO game, and poor recovery. This led to a negative reception where Diddy Kong was regarded as unviable. Luckily, Diddy Kong was heavily buffed in future patches, which made him fare better relative to the cast. Notably, [[Rocketbarrel Boost]] now recovers a further distance when charged.
*{{SSBU|King K. Rool}}'s frame data, along with other moves, has been reworked to improve his neutral game. Several of his moves include having less start up, less ending lag, increased range, damage, and significant armor. Overall, King K. Rool is one of the few characters to receive the most buffs throughout all game updates.
 
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