Kirby (SSB4): Difference between revisions

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*{{change|Kirby is heavier (78 → 79).}}
*{{change|Kirby is heavier (78 → 79).}}
*{{nerf|Kirby [[walk]]s slower (0.95 → 0.93).}}
*{{nerf|Kirby [[walk]]s slower (0.95 → 0.93).}}
*{{buff|Kirby [[dash]]es faster (1.371 → 1.57).}}  
*{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57) going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}}  
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8).}}
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8) going from the 11th worst out of 39 characters to the 4th worst out of 58.}}
*{{nerf|Kirby's [[air acceleration]] has decreased (0.11 → 0.095).}}
*{{change|Kirby [[falling speed|falls]] faster (1.2 → 1.23). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{change|Kirby [[falling speed|falls]] faster (1.2 → 1.23). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{buff|Kirby's [[fast falling]] speed is faster (1.9 → 1.968). This improves his air game, and makes him less susceptible to juggling.}}
*{{buff|Kirby's [[fast falling]] speed is faster (1.9 → 1.968). This improves his air game, and makes him less susceptible to juggling.}}
*{{buff|Kirby's [[gravity]] is higher (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]].}}
*{{change|Kirby's [[gravity]] is higher (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]] however, it hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}}
*{{nerf|[[Double jump]]s are lower.}}
*{{nerf|[[Double jump]]s are lower.}}
*{{buff|[[Roll]]s have decreased ending lag (frame 31 → 30).}}
*{{buff|[[Roll]]s have decreased ending lag (frame 32 → 31).}}
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
*{{nerf|[[Sidestep]] has decreased intangibility frames (frames 2-20 → 2-17) and has increased ending lag (frame 25 26).}}
*{{nerf|[[Spotdodge]] has decreased intangibility frames (frames 2-20 → 2-17) and has increased ending lag (frame 26 27).}}
*{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag (frame 49 32).}}
*{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag (frame 50 33).}}
*{{nerf|Air dodge's duration is shorter (frames 4-29 → 3-27).}}
*{{nerf|Air dodge's duration is shorter (frames 4-29 → 3-27).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
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*{{buff|Neutral infinite has received a finisher, the Smash Punch from the {{s|wikirby|Fighter}} ability.}}
*{{buff|Neutral infinite has received a finisher, the Smash Punch from the {{s|wikirby|Fighter}} ability.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}}
*{{nerf|Dash attack's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 6% (14% → 9%). Its last hit also has smaller hitboxes (8u → 3u).}}
*{{nerf|Dash attack's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 6% (14% → 9%). Its last hit also has smaller hitboxes (8u → 3u) and it has increased ending lag (frame 50 → 54).}}
*{{buff|Dash attack's last hit has increased knockback (90/70 (base)/40 (set)/70/100 (growth) → 100 (base)/70 (growth)).}}
*{{buff|Dash attack's last hit has increased knockback (90/70 (base), 40 (set), 70/100 (scaling) → 100/0/70).}}
*{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}}
*{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}}
*{{nerf|Forward tilt has a smaller hitbox (5.4u → 3.3u).}}
*{{nerf|Forward tilt has a smaller hitbox (5.4u → 3.3u).}}
*{{buff|Up tilt deals less damage (7% (clean)/5% (late) → 5%/4%), although its knockback was compensated (102 (both) → 116 (clean)/110 (late)). These changes improve its combo potential.}}
*{{change|Up tilt deals less damage (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). These changes improve its combo potential but hinder its damage racking and KO potential.}}
*{{nerf|Up tilt has smaller hitboxes (5.5u (clean)/4.5u (late) → 4u (both)).}}
*{{nerf|Up tilt has a shorter duration (frames 4-10 → 4-9) and smaller hitboxes (5.5u (clean)/4.5u (late) → 4u (both)).}}
*{{buff|Up tilt now grants [[intangibility]] to Kirby's foot.}}
*{{change|Clean up tilt's angle has been altered (92° → 100°).}}
*{{change|Clean up tilt's angle has been altered (92° → 100°).}}
*{{buff|Down tilt now deals consistent damage (5% (clean)/6% (late) → 6% (both)).}}
*{{buff|Down tilt now deals consistent damage (5% (clean)/6% (late) → 6% (both)).}}
*{{nerf|Down tilt has smaller hitboxes (4.5u → 3.7u).}}
*{{nerf|Down tilt has smaller hitboxes (4.5u → 3.7u).}}
*{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base)/96/94 (growth) → 90 (base)/69 (growth)).}}
*{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}}
*{{change|Clean forward smash has altered knockback (38 (base)/100/98/96 (growth) → 30 (base)/102 (growth).}}
*{{change|Clean forward smash has altered knockback (38 (base), 100/98/96 (scaling) → 30/102). This makes the angled down version slightly stronger but makes the angled up version slightly weaker.}}
*{{nerf|Forward smash has increased start-up lag (frame 12 → 13) and smaller hitboxes (6u (clean/late) → 4.2u (clean)/3.5u (late)).}}
*{{nerf|Forward smash has increased start-up lag (frame 12 → 13) and smaller hitboxes (6u (clean/late) → 4.2u (clean)/3.5u (late)).}}
*{{buff|Forward smash has decreased ending lag.}}
*{{buff|Forward smash has decreased ending lag (frame 50 → 48).}}
*{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)).}}
*{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)).}}
*{{buff|Up smash has increased knockback (34/30 (base)/100 (growth) → 32/30 (base)/104/99 (growth) (early), 50 (growth) → 52 (late)), improving its KO potential. It also has decreased ending lag, and now grants intangibility to Kirby's feet.}}
*{{buff|Up smash has increased knockback (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)), improving its KO potential. It also has decreased ending lag (frame 50 → 48).}}
*{{nerf|Mid up smash has decreased knockback growth (100 → 98).}}
*{{nerf|Mid up smash has decreased knockback scaling (100 → 98).}}
*{{change|Late down smash now deals consistent damage (11%/9% → 10%), although its knockback was somewhat compensated (30 (base)/100 (growth) → 25/110).}}
*{{change|Late down smash now deals consistent damage (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
*{{buff|Down smash has decreased ending lag.}}
*{{buff|Down smash has decreased ending lag (frame 56 → 54).}}
*{{buff|Late down smash has a longer duration (frames 15-21 → 15-22).}}
*{{buff|Late down smash has a longer duration (frames 15-21 → 15-22).}}
*{{buff|Clean down smash now grants intangibility to Kirby's feet.}}
*{{nerf|Due to its angle being altered (76°/28° → 69°), down smash is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}}
*{{nerf|Due to its angle being altered, down smash is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%), although its knockback was compensated (10 (base)/80 (growth) → 30/90).}}
*{{nerf|Neutral, up, down and especially back aerial have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames → 12 (up), 15 frames → 17 (down)).}}
*{{nerf|Neutral, back, up, and down aerials have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames 12 (up), 15 frames → 17 (down)).}}
*{{nerf|Neutral aerial deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}}
*{{nerf|Neutral aerial's beginning auto-cancel frames end earlier (frames 1-8 → 1-4).}}
*{{buff|Neutral aerial has increased knockback (10 (base) 80 (scaling) → 30/90) improving its KO potential despite its lower damage.}}
*{{nerf|Neutral aerial's beginning [[auto-cancel]] frames end earlier (frames 1-8 → 1-4).}}
*{{change|Neutral aerial's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
*{{change|Neutral aerial's angle has been altered ([[Sakurai angle|361°]] → 46°).}}
*{{buff|Forward aerial's first and second hits' angles have been altered (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2). This enables them to connect together better with the last hit. Forward aerial's last hit also has increased knockback growth (138 → 148), improving its spacing and edge-guarding potential.}}
*{{buff|Forward aerial's first and second hits' angles have been altered (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2). This enables them to connect together better with the last hit. Forward aerial's last hit also has increased knockback scaling (138 → 148), improving its spacing and edge-guarding potential.}}
*{{nerf|Forward aerial's first and second hits have smaller hitboxes (5u (hits 1-2)/6.5u (hit 3) → 4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)). It also has increased ending lag (frame 44 → 48), and no longer auto-cancels with a short hop. Altogether, these changes hinder its approach potential.}}
*{{nerf|Forward aerial's first and second hits have smaller hitboxes (5u (hits 1-2)/6.5u (hit 3) → 4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)). It also has increased ending lag (frame 44 → 48), and no longer auto-cancels in a short hop due to Kirby's lower short hop. Altogether, these changes hinder its approach potential.}}
*{{buff|Forward aerial has decreased landing lag (15 frames → 13).}}
*{{buff|Forward aerial has decreased landing lag (15 frames → 13).}}
*{{change|Forward aerial's last hit has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
*{{change|Forward aerial's last hit has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
*{{buff|Clean back aerial deals 1% more damage (12% → 13%), although its knockback growth was compensated (105 → 104). Late back aerial also has a longer duration (frames 9-13 → 8-14).}}
*{{buff|Clean back aerial deals 1% more damage (12% → 13%), without full compensation on its knockback scaling (105 → 104) improving its KO potential. Late back aerial also has a longer duration (frames 9-13 → 8-14).}}
*{{nerf|Late back aerial deals 1% less damage (9% → 8%), although its knockback growth was compensated (110 → 112).}}
*{{nerf|Late back aerial deals 1% less damage (9% → 8%), without full compensation on its knockback scaling (110 → 112).}}
*{{nerf|Back aerial has smaller hitboxes (7u (clean)/6u (late) → 4u/3.4u) and auto-cancels later (frames 1-4, 28> → 1-2, 32>). The clean hit also has a shorter duration (frames 6-8 → 6-7).}}
*{{nerf|Back aerial has smaller hitboxes (7u (clean)/6u (late) → 4u/3.4u) and auto-cancels later (frames 1-4, 28> → 1-2, 32>). The clean hit also has a shorter duration (frames 6-8 → 6-7). Altogether, these changes combined with back aerial's higher landing lag and Kirby's worse aerial mobility hinder its spacing potential.}}
*{{nerf|Up aerial deals 1% less damage (10% → 9%), although its knockback growth was compensated (98 → 100).}}
*{{nerf|Up aerial deals 1% less damage (10% → 9%), without full compensation on its knockback scaling (98 → 100).}}
*{{nerf|Up aerial has smaller hitboxes (5.5u → 4.5u).}}
*{{nerf|Up aerial has smaller hitboxes (5.5u → 4.5u).}}
*{{nerf|Down aerial's loop hits deal 1% less damage (2% → 1%), which decreases its damage output by 5% (12% → 7%).}}
*{{nerf|Down aerial's loop hits deal 1% less damage (2% → 1%), which decreases its damage output by 5% (12% → 7%).}}
*{{buff|Down aerial's loop hits now have set knockback and utilize the auto-link angle. When coupled with the weakening of SDI, this significantly improves its reliability.}}
*{{change|Down aerial's loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability but hinders their edgeguarding potential.}}
*{{buff|Down aerial's last hit has increased knockback growth (107 → 110) and larger hitboxes (6u → 6.2u). When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}}
*{{buff|Down aerial's last hit has increased knockback scaling (107 → 110) and larger hitboxes (6u → 6.2u). When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}}
*{{buff|Down aerial's landing hit has decreased set knockback (60 → 40) and its angle has been altered (30° → 60°), improving its combo potential.}}
*{{buff|Down aerial's landing hit has decreased set knockback (60 → 40) and its angle has been altered (30° → 60°), improving its combo potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Standing and pivot grabs have decreased ending lag.}}
*{{buff|Grabs have decreased ending lag (frame 30 → 28 (standing), 40 → 39 (dash), 36 → 33 (pivot)).}}
*{{buff|Dash grab has decreased start-up lag (frame 10 → 8).}}
*{{buff|Dash grab has decreased start-up lag (frame 10 → 8).}}
*{{nerf|Standing and dash grabs have decreased ranges.}}
*{{nerf|Standing and dash grabs have decreased ranges.}}
*{{buff|Pummel deals 0.55% more damage (1% → 1.55%) and is faster, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}}
*{{buff|Pummel deals 0.55% more damage (1% → 1.55%) and has decreased hitlag, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}}
*{{buff|Forward throw deals 3% less damage (8% → 5%), although its knockback growth was compensated (100 → 125). Its angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
*{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}
*{{buff|Back throw has altered knockback (80 (base)/50 (growth) → 30/120), improving its combo and KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}}
*{{buff|Forward throw's angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
*{{buff|Back throw has altered knockback (80 (base), 50 (scaling) → 30/120), improving its combo and KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}}
*{{change|Back throw's angle has been altered (120° → 130°).}}
*{{change|Back throw's angle has been altered (120° → 130°).}}
*{{buff|Up throw has increased knockback (70 (base)/70 (growth) → 75/74), improving its KO potential.}}
*{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favourable angle (85° → 78°).}}
*{{change|Up throw's angle has been altered (85° → 78°).}}
*{{nerf|Down throw deals 1.8% less damage (1% (hits 1-10 → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)), and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential, and remove its combo potential while still lacking KO potential.}}
*{{nerf|Down throw deals 1.8% less damage (12% → 10.2%), although its knockback was compensated (40 (base)/140 (growth) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential, and remove its combo potential.}}


===Special moves===
===Special moves===
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*{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}}
*{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}}
*{{change|[[Hammer (move)|Hammer Flip]] is now chargeable and Kirby can also move around while using it, regardless of its charge. However, fully charged Hammer Flip now deals [[recoil damage]] when held. Altogether, these changes make it function almost identically to [[Jet Hammer]].}}
*{{change|[[Hammer (move)|Hammer Flip]] is now chargeable and Kirby can also move around while using it, regardless of its charge. However, fully charged Hammer Flip now deals [[recoil damage]] when held. Altogether, these changes make it function almost identically to [[Jet Hammer]].}}
*{{change|Due to consisting of a consistent hitbox instead of a sweetspot and a sourspot, uncharged Hammer Flip now deals consistent damage (23% (grounded sweetspot)/18% (grounded sourspot) → 19%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 15% (both)). However, its knockback was compensated.}}
*{{change|Due to consisting of a consistent hitbox instead of a sweetspot and a sourspot, uncharged Hammer Flip now deals consistent damage (23% (grounded sweetspot)/18% (grounded sourspot) → 19%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 15% (both)).}}
*{{buff|Fully charged Hammer Flip deals more damage (23% (grounded sweetspot)/18% (grounded sourspot)/ → 35%/27%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 27% (both)) and has increased knockback, significantly improving its KO potential. Hammer Flip also has larger hitboxes.}}
*{{change|Hammer flip has slightly increased knockback (65 (base), 72 (scaling) (grounded sweetspot), 50/70 (grounded/aerial hit 1 sourspot), 65/75 (aerial hit 1 sweetspot), 60/70 (aerial hit 2) → 60/78 (all)). This makes the previous sourspots and the second aerial hit stronger however, they do not compensate for the grounded and first aerial hit's sweetspots reduced damage hindering their KO potential.}}
*{{nerf|Due to its angle being altered, aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edge-guarding potential. Aerial Hammer Flip also has increased start-up lag regardless of its charge, and can no longer be used for recovery.}}
*{{buff|Fully charged Hammer Flip deals more damage (23% (grounded sweetspot)/18% (grounded sourspot)/ → 35%/27%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 27% (both)) significantly improving its KO potential. Hammer Flip also has larger hitboxes.}}
*{{nerf|Due to its angle being altered (20° → 55°), aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edge-guarding potential. Aerial Hammer Flip also has increased start-up lag regardless of its charge (frame 17 → 28), and can no longer be used for recovery as it now halts Kirby's horizontal momentum rather than his vertical momentum.}}
*{{nerf|Hammer Flip no longer has transcendent priority.}}
*{{nerf|Hammer Flip no longer has transcendent priority.}}
*{{buff|Fully charged Hammer Flip now grants [[armor]] during part of the swing.}}
*{{buff|Fully charged Hammer Flip now grants [[armor]] during part of the swing.}}
*{{buff|Fully charged Hammer Flip deals significantly more shield damage. When coupled with the 19% damage increase to [[shield]]s and the increase to [[shieldstun]], this significantly improves its shield pressuring potential.}}
*{{buff|Fully charged Hammer Flip deals significantly more shield damage. When coupled with the 19% damage increase to [[shield]]s and the increase to [[shieldstun]], this significantly improves its shield pressuring potential.}}
*{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half.}}
*{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half. The rising hit also deals less damage (8% → 5%).}}
*{{nerf|If Kirby takes 25% or more total damage while using [[Stone]], the deciding move will launch him out of his stone form, taking half the attack’s normal damage in the process.}}
*{{nerf|If Kirby takes 25% or more total damage while using [[Stone]], the deciding move will launch him out of his stone form, taking half the attack’s normal damage in the process.}}
*{{nerf|Grounded Stone has less knockback scaling (45 → 40).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}}
*{{change|Stone's visual effects have changed. The {{s|mariowiki|Thwomp}} now uses its design from ''{{s|mariowiki|New Super Mario Bros. Wii}}'', instead of ''{{s|mariowiki|Super Mario 64}}''.}}
*{{change|Stone's visual effects have changed. The {{s|mariowiki|Thwomp}} now uses its design from ''{{s|mariowiki|New Super Mario Bros. Wii}}'', instead of ''{{s|mariowiki|Super Mario 64}}''.}}
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