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Tag: Mobile edit |
SuperSqank (talk | contribs) (→Changes from Super Smash Bros. Brawl: Added more accurate info/general rewrite. I appreciate the last editor however, it was generally messily written and poorly organised. These pages are wordy for a reason - to be clear and concise.) |
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Kirby has been nerfed in the transition from ''Brawl'' to ''SSB4 | Kirby has been considerably nerfed in the transition from ''Brawl'' to ''SSB4''. Most of his issues in ''Brawl'' were not only retained but worsened and he also suffers from new weaknesses. Kirby's already mediocre range has been reduced further, with his feet becoming smaller and several general nerfs to hitbox sizes. This makes it even easier for opponents to wall out Kirby especially with the cast having greater range overall. Kirby's air mobility as also taken a hit as his [[air acceleration]] is lower, and unlike most returning veterans, his [[air speed]] has been decreased, which hindering both his recovery and ability to escape aerial pressure. As with his transition from each new Smash game as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's moves have also seen changes which greatly hinder their utility most notably down throw and aerial [[Hammer Flip]] with the former losing all of its followup potential while the latter is slower, weaker, and has lost its recovery and edgeguarding potential. | ||
''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his | ''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups. | ||
Kirby has seen some buffs, however. | Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility. Other attacks, namely his back aerial and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage. | ||
Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''. | Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''. | ||
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*{{change|Weight increased (78 → 79).}} | *{{change|Weight increased (78 → 79).}} | ||
*{{nerf|[[Walk]] speed decreased (0.95 → 0.93).}} | *{{nerf|[[Walk]] speed decreased (0.95 → 0.93).}} | ||
*{{buff|[[Dash]] speed notably increased (1.371 → 1.57), | *{{buff|[[Dash]] speed notably increased (1.371 → 1.57), going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | ||
*{{nerf|[[Air speed]] decreased (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | *{{nerf|[[Air speed]] decreased (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | ||
*{{nerf|[[Air acceleration]] decreased (0.11 → 0.095).}} | *{{nerf|[[Air acceleration]] decreased (0.11 → 0.095).}} | ||
*{{change|[[Falling speed]] increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | *{{change|[[Falling speed]] increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{buff|[[Fast falling]] speed increased (1.9 → 1.968). This improves his air game and makes him less susceptible to juggling. However, | *{{buff|[[Fast falling]] speed increased (1.9 → 1.968). This improves his air game and makes him less susceptible to juggling. However, it is much lower relative to the rest of the cast, going from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}} | ||
*{{change|[[Gravity]] increased (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.}} | *{{change|[[Gravity]] increased (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|As a consequence, [[Double jump]]s are lower.}} | ||
*{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}} | *{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}} | ||
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}} | *{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}} | ||
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**{{nerf|First and second hits' hitbox sizes decreased (3.3u → 3u).}} | **{{nerf|First and second hits' hitbox sizes decreased (3.3u → 3u).}} | ||
**{{nerf|Second hit base knockback increased (8 → 15). This hinders its ability to lead into the rapid jab.}} | **{{nerf|Second hit base knockback increased (8 → 15). This hinders its ability to lead into the rapid jab.}} | ||
**{{nerf| | **{{nerf|Neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%).}} | ||
**{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety.}} | **{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety if it connects.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf| | **{{nerf|It has smaller hitboxes (5.1u/5.4u/4u → 3.1u/3.3u/3u).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{change| | **{{change|It deals less damage (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). This improves its combo potential, but hinders its damage racking and KO potential.}} | ||
**{{nerf| | **{{nerf|It has a shorter duration (frames 4-10 → 4-9) and smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}} | ||
**{{change|Clean up tilt's angle has been altered (92° → 100°).}} | **{{change|Clean up tilt's angle has been altered (92° → 100°).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff| | **{{buff|It now deals consistent damage (5%/6% → 6% (both)).}} | ||
**{{nerf| | **{{nerf|It has smaller hitboxes (4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{nerf|Looping hits' damage reduced (2% → 1%), which decreases its overall damage output | **{{nerf|Looping hits' damage reduced (2% → 1%), which decreases its overall damage output (14% → 9%).}} | ||
**{{nerf|Its last hit has smaller hitboxes (5u/5u/8u → 3u).}} | |||
**{{nerf|It has increased ending lag (FAF 50 → 54).}} | |||
**{{buff|Last hit knockback increased (90/70 (base), 40 (set), 70/100 (scaling) → 100/0/70).}} | **{{buff|Last hit knockback increased (90/70 (base), 40 (set), 70/100 (scaling) → 100/0/70).}} | ||
**{{change|Last hit [[hitlag]] increased (1× → 2×). This makes it safer on shield, but easier to DI.}} | **{{change|Last hit [[hitlag]] increased (1× → 2×). This makes it safer on shield, but easier to DI.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf| | **{{nerf|It has increased startup lag (frame 12 → 13) and smaller hitboxes (6u/5.5u/(5u/4.5u) (clean/late) → 4.2u (clean)/3.5u (late)).}} | ||
**{{change| | ***{{change|Clean up angled forward smash knockback decreased (38 (base), 100 (scaling) → 30/102) but sends opponents at a more favourable angle to compensate (45° → 361°).}} | ||
**{{ | ***{{nerf|Late up angled forward smash sends opponents lower (82° → 60°).}} | ||
**{{nerf| | ***{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) and angle (38° → 361°) have been altered.}} | ||
**{{buff| | ***{{nerf|Late non angled forward smash sends opponents lower (73° → 60°).}} | ||
***{{buff|Clean down angled forward smash knockback increased (38 (base), 96 (scaling) → 30/102).}} | |||
***{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | |||
**{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}} | |||
**{{buff|It has less ending lag (FAF 50 → 48).}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Clean hit knockback increased (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}} | **{{buff|Clean hit knockback increased (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}} | ||
**{{nerf|Mid hit knockback scaling decreased (100 → 98).}} | **{{nerf|Mid hit knockback scaling decreased (100 → 98).}} | ||
**{{buff| | **{{buff|It has less ending lag (FAF 50 → 48).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{nerf| | **{{nerf|Its angle has been altered (76°/28° → 69°) losing its semi-spike hitbox. This significantly hinders its edge-guarding potential while also making it susceptible to [[LSI]].}} | ||
**{{buff| | **{{buff|The late hit has a longer duration (frames 15-21 → 15-22).}} | ||
**{{change| | **{{change|The late hit deals consistent damage (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}} | ||
**{{buff| | **{{buff|It has less ending lag (FAF 56 → 54).}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change| | **{{change|Its angle has been altered (361° → 46°).}} | ||
**{{nerf| | ***{{nerf|This hinders its KO potential and removes its ability to lock.}} | ||
**{{buff| | ***{{buff|This improves its followup potential.}} | ||
**{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}} | |||
**{{nerf|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}} | |||
**{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}} | |||
**{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}} | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff| | **{{buff|The first two hits are weight independent and their angles were altered to connect more consistently with the last hit (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2)).}} | ||
**{{ | **{{buff|The last hit has increased knockback scaling (138 → 148).}} | ||
**{{buff|It has less landing lag (15 frames → 13).}} | |||
**{{change|Last hit hitlag increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | **{{change|Last hit hitlag increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
**{{nerf|It has smaller hitboxes (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}} | |||
**{{nerf|It has more ending lag (FAF 44 → 48), and it can no longer auto-cancel in a short hop due to Kirby's lower short hop.}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf| | **{{nerf|It has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u/3.4u).}} | ||
**{{buff|Clean hit damage | **{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}} | ||
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}} | |||
**{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}} | |||
**{{nerf|It auto-cancels later (frame 28 → 32) and has more landing lag (9 frames → 17).}} | |||
**{{buff|The Clean hit deals more damage (12% → 13%) without full compensation on its knockback scaling (105 → 104).}} | |||
**{{buff|The late hit has a longer duration (frames 9-13 → 8-14).}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf| | **{{nerf|It deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}} | ||
**{{nerf|It has smaller hitboxes (5.5u/4.5u/4u → 4.5u/4u).}} | |||
**{{nerf|It has more landing lag (9 frames → 12).}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf| | **{{nerf|It deals less damage (2% → 1% (loop hits)/12% → 7% (total).}} | ||
**{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}} | |||
**{{nerf|It has more landing lag (15 frames → 17).}} | |||
**{{change|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 its edgeguarding potential.}} | **{{change|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 its edgeguarding potential.}} | ||
**{{buff|Last hit knockback scaling | **{{buff|The Last hit has higher knockback scaling (107 → 110) and a larger hitbox (6u/6u → 6.2u).}} | ||
**{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40) improving its combo potential.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs | *{{buff|All grabs has less ending lag (FAF 30 → 28 (standing), FAF 40 → 39 (dash), FAF 36 → 33 (pivot)).}} | ||
*{{buff|Dash grab start-up lag | *{{buff|Dash grab has less start-up lag (frame 10 → 8).}} | ||
*{{nerf|Standing and dash grab | *{{nerf|Standing and dash grab have less range.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff| | **{{buff|It deals more damage (1% → 1.55%) and has less hitlag, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf| | **{{nerf|It deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}} | ||
**{{buff| | **{{buff|It has less ending lag (FAF 62 → 59).}} | ||
**{{buff|Its angle has been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}} | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff| | **{{buff|It has altered knockback (80 (base), 50 (scaling) → 30/120) and Kirby releases the opponent later (frame 33 → 41) improving its mix-up, combo and KO potential.}} | ||
**{{change| | **{{change|Its angle has been altered (120° → 130°).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favourable angle (85° → 78°).}} | **{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favourable angle (85° → 78°).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf| | **{{nerf|It deals 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).}} | ||
**{{nerf|Its angle has 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.}} | |||
===Special moves=== | ===Special moves=== |
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