Kirby (SSB4): Difference between revisions
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
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, with forward aerial having more ending lag and no longer autocanceling in a short hop due to a combination of its autocancel window being unchanged and Kirby's higher gravity and lower jumps, and dash attack and connecting less reliably due to its much shorter range, but | 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, with forward aerial having more ending lag and no longer autocanceling in a short hop due to a combination of its autocancel window being unchanged and Kirby's higher gravity and lower jumps, and dash attack and connecting less reliably due to its much shorter range, but the attacks that were affected the most were down throw and aerial [[Hammer Flip]], losing most of their previous utility: the former has lost all of its followup potential due to its more unfavorable angle and increased knockback, while the latter has much more startup lag and has lost its recovery and edgeguarding potential, as to it's no longer being a semispike and now stalls Kirby's horizontal momentum instead of his vertical momentum. | ||
''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. | ''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, although he had poor momentum canceling in ''Brawl'', and his higher weight somewhat compensates for it. 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. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to | 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, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw 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. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack. | ||
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|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | *{{change|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | ||
*{{buff|Due to the general change in size between small and large characters, Kirby's smaller size significantly improves his [[crouch]]'s defensive potential.}} | *{{buff|Due to the general change in size between small and large characters, Kirby's smaller size significantly improves his [[crouch]]'s defensive potential.}} | ||
*{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This | *{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}} | ||
*{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | *{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | ||
*{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | *{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | ||
*{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | *{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | ||
*{{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 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]] was decreased (0.11 → 0.095).}} | *{{nerf|Kirby's [[air acceleration]] was decreased (0.11 → 0.095), going from the fifth highest in ''Brawl'' to being the 15th highest in ''SSB4''.}} | ||
*{{change|Kirby's [[falling speed]] was slightly increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | *{{change|Kirby's [[falling speed]] was slightly increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{buff|Kirby's [[fast falling]] speed was increased (1.9 → 1.968) although 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|Kirby's [[fast falling]] speed was increased (1.9 → 1.968), although 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|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 slightly hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}} | *{{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 slightly 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.}} | ||
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**{{nerf|It has smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}} | **{{nerf|It has smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt | **{{buff|Down tilt no longer has a sourspot, causing it to deal consistent damage (5%/6% → 6%).}} | ||
**{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet(4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | **{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet(4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7) with the late hit's duration being compensated (frames 9-14 → 8-14).}} | **{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7) with the late hit's duration being compensated (frames 9-14 → 8-14).}} | ||
**{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}} | **{{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).}} | **{{nerf|It auto-cancels later (frame 28 → 32), although it can still autocancel in a short hop.}} | ||
**{{nerf|It has more landing lag (9 frames → 17).}} | **{{nerf|It has more landing lag (9 frames → 17).}} | ||
**{{buff|The clean hit deals more damage (12% → 13%) with its knockback scaling only minimally decreased (105 → 104), improving its KO potential.}} | **{{buff|The clean hit deals more damage (12% → 13%) with its knockback scaling only minimally decreased (105 → 104), improving its KO potential.}} | ||
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**{{nerf|It has more landing lag (9 frames → 12).}} | **{{nerf|It has more landing lag (9 frames → 12).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Down aerial deals less damage (2% → 1% (loop hits)/12% → 7% (total).}} | **{{nerf|Down aerial's looping hits 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).}} | ||
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**{{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.}} | **{{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.}} | ||
**{{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 and no longer has sourspots.}} | **{{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 and no longer has sourspots.}} | ||
**{{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|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 greatly 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.}} |