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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}}. | ||
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===''Brawl'' to ''Smash 4''=== | ===''Brawl'' to ''Smash 4''=== | ||
====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 aforementioned 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. | ||
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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 | *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 in 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. |