Editing Buff
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|series=1|unofficial=yes}} | {{ArticleIcons|series=1|unofficial=yes}} | ||
[[File:FalconDownAirBuff.png|thumb|An example of a buff, involving slightly increased hitbox sizes in [[Captain Falcon]]'s down air.]] | [[File:FalconDownAirBuff.png|thumb|right|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. | 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. | ||
Line 50: | Line 50: | ||
===''Smash 4'' game updates=== | ===''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]] | *{{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 by extension) 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. | *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. | ||
Line 59: | Line 59: | ||
*With the exception of {{SSBU|Ryu}}, all returning veterans from Smash 4 have had their dash speeds increased. | *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}}. | *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}}. | ||
*It is now possible to cancel a dash with any grounded move. This gives character's a wider array of approach options. | *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. | *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. | ||
Line 65: | Line 64: | ||
====Character-specific==== | ====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|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'' | *{{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. | *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|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 | *{{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 [[Dial Storage]]. | ||
===''Ultimate'' game updates=== | ===''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. | *{{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. | *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. | ||
[[Category:Terms]] | [[Category:Terms]] |