Kirby (SSB4): Difference between revisions

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Tag: Mobile edit
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*{{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.}}
*{{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|As a consequence, [[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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*{{buff|The weakening of [[SDI]] makes rapid jab and dash attack significantly more difficult to escape from.}}
*{{buff|The weakening of [[SDI]] makes rapid jab and dash attack significantly more difficult to escape from.}}
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|First hit's angle has been altered ([[Sakurai angle|361°]] → 55°). This allows it to connect better with the second hit, but removes its ability to [[lock]].}}
**{{change|The first hit's angle has been altered ([[Sakurai angle|361°]] → 55°). This allows it to connect better with the second hit, but removes its ability to [[lock]].}}
**{{nerf|First and second hits' hitbox sizes decreased (3.3u → 3u).}}
**{{nerf|The first and second hits have smaller hitboxes (3.3u → 3u).}}
**{{nerf|Second hit base knockback increased (8 → 15). This hinders its ability to lead into the rapid jab.}}
**{{nerf|The second hit has higher base knockback (8 → 15). This hinders its ability to lead into the rapid jab.}}
**{{nerf|Neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%).}}
**{{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 if it connects.}}
**{{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|It has smaller hitboxes (5.1u/5.4u/4u → 3.1u/3.3u/3u).}}
**{{nerf|Forward tilt has smaller hitboxes (5.1u/5.4u/4u → 3.1u/3.3u/3u).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{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.}}
**{{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)). This improves its combo potential, but hinders its damage racking and KO potential.}}
**{{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)).}}
**{{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|It now deals consistent damage (5%/6% → 6% (both)).}}
**{{buff|Down tilt now deals consistent damage (5%/6% → 6% (both)).}}
**{{nerf|It has smaller hitboxes (4.5u/4u/3.5u/3u → 3.7u/3.7u).}}
**{{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 (14% → 9%).}}  
**{{nerf|Dash attack's Looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}}  
**{{nerf|Its last hit has smaller hitboxes (5u/5u/8u → 3u).}}  
**{{nerf|Its last hit has smaller hitboxes (5u/5u/8u → 3u).}}  
**{{nerf|It has increased ending lag (FAF 50 → 54).}}
**{{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|The last hit deals more knockback (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|The last hit's [[hitlag]] has increased (1× → 2×). This makes it safer on shield, but easier to DI.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{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)).}}
**{{nerf|Forward smash 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|Clean up angled forward smash knockback decreased (38 (base), 100 (scaling) → 30/102) but sends opponents at a more favorable angle to compensate (45° → 361°).}}  
***{{change|Clean up angled forward smash knockback decreased (38 (base), 100 (scaling) → 30/102) but sends opponents at a more favorable angle to compensate (45° → 361°).}}  
***{{nerf|Late up angled forward smash sends opponents lower (82° → 60°).}}  
***{{nerf|Late up angled forward smash sends opponents lower (82° → 60°).}}  
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**{{buff|It has less ending lag (FAF 50 → 48).}}
**{{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|Up smash deals more knockback (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}}
**{{nerf|Mid hit knockback scaling decreased (100 → 98).}}
**{{buff|It has less ending lag (FAF 50 → 48).}}
**{{buff|It has less ending lag (FAF 50 → 48).}}
**{{nerf|The mid hit has lower knockback scaling (100 → 98).}}
*[[Down smash]]:
*[[Down smash]]:
**{{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]] and making it worse for KOs.}}
**{{nerf|Down smash's 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]] and making it worse for KOs.}}
**{{buff|The late hit has a longer duration (frames 15-21 → 15-22).}}
**{{buff|The late hit has a longer duration (frames 15-21 → 15-22).}}
**{{change|The late hit deals consistent damage (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
**{{change|The late hit deals consistent damage (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
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===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Its angle has been altered (361° → 46°).}}
**{{change|Neutral aerial's angle has been altered (361° → 46°).}}
***{{nerf|This hinders its KO potential and removes its ability to lock.}}  
***{{nerf|This hinders its KO potential and removes its ability to lock.}}  
***{{buff|This improves its followup potential.}}  
***{{buff|This improves its followup potential.}}  
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**{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}}
**{{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|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|Forward aerial's 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|The last hit has increased knockback scaling (138 → 148).}}
**{{buff|It has less landing lag (15 frames → 13).}}
**{{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|The last hit's hitlag has 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 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.}}  
**{{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|It has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u/3.4u).}}
**{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u/3.4u).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}}
**{{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 clean hit has a shorter duration (frames 6-8 → 6-7).}}
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**{{buff|The late hit has a longer duration (frames 9-13 → 8-14).}}
**{{buff|The late hit has a longer duration (frames 9-13 → 8-14).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|It deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}}
**{{nerf|Up aerial 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 smaller hitboxes (5.5u/4.5u/4u → 4.5u/4u).}}
**{{nerf|It has more landing lag (9 frames → 12).}}
**{{nerf|It has more landing lag (9 frames → 12).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|It deals less damage (2% → 1% (loop hits)/12% → 7% (total).}}
**{{nerf|Down aerial deals less damage (2% → 1% (loop hits)/12% → 7% (total).}}
**{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}}
**{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}}
**{{nerf|It has more landing lag (15 frames → 17).}}
**{{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|The 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|The Last hit has higher knockback scaling (107 → 110) and a larger hitbox (6u/6u → 6.2u).}}
**{{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.}}
**{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40) improving its combo potential.}}
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*{{nerf|Standing and dash grab have less range.}}
*{{nerf|Standing and dash grab have less range.}}
*[[Pummel]]:
*[[Pummel]]:
**{{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.}}
**{{buff|Pummel 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|It deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}  
**{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}  
**{{buff|It has less ending lag (FAF 62 → 59).}}
**{{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.}}
**{{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|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.}}
**{{buff|Back throw 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|Its angle has been altered (120° → 130°).}}
**{{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 favorable angle (85° → 78°).}}
**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}}
*[[Down throw]]:
*[[Down throw]]:
**{{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|Down throw 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.}}
**{{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.}}


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