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edits
Aidanzapunk (talk | contribs) m (how were there four cases of "the the" lol, I just came for the one with Fox) |
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**{{nerf|The first hit has reduced knockback to keep opponents closer to Samus (8 base/80/100 scaling → 20/15), akin to other neutral attacks. However, unlike the case with other characters, this is a nerf for Samus as it further worsens the first hit's ability to true combo into the second hit at higher percents, while also hindering its [[jab cancel]] setups.}} | **{{nerf|The first hit has reduced knockback to keep opponents closer to Samus (8 base/80/100 scaling → 20/15), akin to other neutral attacks. However, unlike the case with other characters, this is a nerf for Samus as it further worsens the first hit's ability to true combo into the second hit at higher percents, while also hindering its [[jab cancel]] setups.}} | ||
**{{nerf|The first hit transitions slower into the second hit (frame 13 → 15).}} | **{{nerf|The first hit transitions slower into the second hit (frame 13 → 15).}} | ||
**{{buff|The first hit | **{{buff|The first hit has gained a [[hitstun modifier]] of 4, increasing its safety on hit at low percents, although due to the aforementioned changes, it still fails to truly connect into the second hit.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has three different hitboxes instead of four, no longer possessing a sourspot that deals 7% (8% if angled). This makes its damage output more consistent.}} | **{{buff|Forward tilt has three different hitboxes instead of four, no longer possessing a sourspot that deals 7% (8% if angled). This makes its damage output more consistent.}} | ||
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***{{nerf|However, the move's total duration remains unchanged, giving it more ending lag and making it harder to combo multiple up aerials.}} | ***{{nerf|However, the move's total duration remains unchanged, giving it more ending lag and making it harder to combo multiple up aerials.}} | ||
**{{nerf|Up aerial has more landing lag (12 frames → 18).}} | **{{nerf|Up aerial has more landing lag (12 frames → 18).}} | ||
**{{nerf|The first four hits' leg hitbox deals much more set knockback (30 → 90) and launches at a higher angle (80° → 84°); however, it | **{{nerf|The first four hits' leg hitbox deals much more set knockback (30 → 90) and launches at a higher angle (80° → 84°); however, it has gained a hitstun modifier of -10. As a result, and combined with its increased landing lag, it connects less reliably into the following hits without having increased combo potential.}} | ||
**{{nerf|Due to its lower amount of hits, it deals less total damage (11% → 10.9%), despite the second to fourth hits dealing more damage (1% → 1.3%).}} | **{{nerf|Due to its lower amount of hits, it deals less total damage (11% → 10.9%), despite the second to fourth hits dealing more damage (1% → 1.3%).}} | ||
**{{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).}} | ||
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**{{nerf|The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, they can no longer true combo into an up aerial as a KO option at high percents.}} | **{{nerf|The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, they can no longer true combo into an up aerial as a KO option at high percents.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and | **{{buff|Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and has gained a [[hitstun modifier]] of 3. This noticeably improves its combo potential.}} | ||
**{{nerf|Its hitboxes have been slightly reduced, with the farthest hitbox having been removed altogether (3.3u/3.2u/3u/2u → 3.2u/2.8u/3u).}} | **{{nerf|Its hitboxes have been slightly reduced, with the farthest hitbox having been removed altogether (3.3u/3.2u/3u/2u → 3.2u/2.8u/3u).}} | ||
**{{nerf|Due to the farthest hitbox's more horizontal angle, it can no longer true combo into an up aerial as a KO option at high percents.}} | **{{nerf|Due to the farthest hitbox's more horizontal angle, it can no longer true combo into an up aerial as a KO option at high percents.}} | ||
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**{{nerf|Back throw launches opponents at a higher angle (45° → 56°), worsening its ability to set up edgeguards.}} | **{{nerf|Back throw launches opponents at a higher angle (45° → 56°), worsening its ability to set up edgeguards.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf| | **{{nerf|Due to the new knockback speed up effect decreasing [[hitstun]] for higher knockback values, as well as Fox's slower initial dash speed, the move has much more limited combo potential, only leading into a back aerial at very low percents.}} | ||
**{{change|Down throw fires three lasers instead of four, but they deal more damage (1.5% → 2%), leaving the total damage unchanged.}} | **{{change|Down throw fires three lasers instead of four, but they deal more damage (1.5% → 2%), leaving the total damage unchanged.}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
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*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|The first hit drags opponents towards Ness with the farthest hitboxes ([[361]]° → 180°), and the second hit uses a different angle throughout (70° → 361°). Both hits also have altered knockback (8 base/50 scaling → 30/20 base/25/15 scaling (hit 1), 30/20/25/20 (hit 2)). This allows for the full neutral attack to connect more reliably.}} | **{{buff|The first hit drags opponents towards Ness with the farthest hitboxes ([[361]]° → 180°), and the second hit uses a different angle throughout (70° → 361°). Both hits also have altered knockback (8 base/50 scaling → 30/20 base/25/15 scaling (hit 1), 30/20/25/20 (hit 2)). This allows for the full neutral attack to connect more reliably.}} | ||
**{{buff|Consecutive uses of the first hit | **{{buff|Consecutive uses of the first hit are faster (9 frames → 7).}} | ||
**{{buff|The first hit transitions faster into the second hit (frame 7 → 5), which transitions faster into the third hit (frame 7 → 6).}} | **{{buff|The first hit transitions faster into the second hit (frame 7 → 5), which transitions faster into the third hit (frame 7 → 6).}} | ||
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.7× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}} | **{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.7× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}} | ||
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**{{buff|The first hit has an altered animation, with Falcon jabbing underhanded. This slightly lowers its position, allowing it to hit shorter and crouching characters.}} | **{{buff|The first hit has an altered animation, with Falcon jabbing underhanded. This slightly lowers its position, allowing it to hit shorter and crouching characters.}} | ||
**{{buff|The first hit transitions into the second faster (frame 8 → 5), which transitions into either of the subsequent hits faster (frame 10 → 8).}} | **{{buff|The first hit transitions into the second faster (frame 8 → 5), which transitions into either of the subsequent hits faster (frame 10 → 8).}} | ||
**{{buff|The infinite has faster startup (frame 9 → 5), a much shorter gap between hits (5 frames → 2) and reduced knockback (15/15/8 base/50/50/30 scaling → 8 base/15 scaling), in addition to keeping opponents on the ground, and | **{{buff|The infinite has faster startup (frame 9 → 5), a much shorter gap between hits (5 frames → 2) and reduced knockback (15/15/8 base/50/50/30 scaling → 8 base/15 scaling), in addition to keeping opponents on the ground, and gaining a [[hitstun modifier]] of 2 on each hit. This allows it to connect much more reliably.}} | ||
**{{buff|The infinite's finisher deals more damage (2% → 3%), though with its knockback scaling compensated (70 → 55).}} | **{{buff|The infinite's finisher deals more damage (2% → 3%), though with its knockback scaling compensated (70 → 55).}} | ||
**{{nerf|The first two hits and the infinite deal less damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)).}} | **{{nerf|The first two hits and the infinite deal less damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)).}} | ||
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**{{buff|The uppercut has a reduced hitlag multiplier (2.0x → 1.5x), making it harder to DI.}} | **{{buff|The uppercut has a reduced hitlag multiplier (2.0x → 1.5x), making it harder to DI.}} | ||
**{{nerf|The uppercut has more startup (frame 4 → 5).}} | **{{nerf|The uppercut has more startup (frame 4 → 5).}} | ||
***{{buff|However, it has much less ending lag (FAF 36 → 29) and | ***{{buff|However, it has much less ending lag (FAF 36 → 29) and has gained a [[hitstun modifier]] of 3, greatly improving its combo potential.}} | ||
**{{buff|Aerial Raptor Boost no longer causes [[helplessness]] or landing lag if the overhand is activated, increasing its safety.}} | **{{buff|Aerial Raptor Boost no longer causes [[helplessness]] or landing lag if the overhand is activated, increasing its safety.}} | ||
**{{buff|One of the overhand's sourspots has been removed, with the meteor smash hitbox now having the highest priority, improving its reliability.}} | **{{buff|One of the overhand's sourspots has been removed, with the meteor smash hitbox now having the highest priority, improving its reliability.}} | ||
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**{{bugfix|An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.}} | **{{bugfix|An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.}} | ||
*[[Pound]]: | *[[Pound]]: | ||
**{{buff|Pound has less ending lag (FAF 46 → 40) and | **{{buff|Pound has less ending lag (FAF 46 → 40) and has gained a [[hitstun modifier]] of 2, allowing it to true combo into other moves (including [[Rest]]), and slightly boost Jigglypuff's vertical recovery without use of a ledge.}} | ||
**{{buff|It has gained a [[shieldstun]] multiplier of 1.5×, improving its shield pressuring ability.}} | **{{buff|It has gained a [[shieldstun]] multiplier of 1.5×, improving its shield pressuring ability.}} | ||
**{{buff|It has more range when used in the air.}} | **{{buff|It has more range when used in the air.}} | ||
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**{{change|Its animation has been altered, with Bowser spinning more at an angle toward the camera.}} | **{{change|Its animation has been altered, with Bowser spinning more at an angle toward the camera.}} | ||
*[[Bowser Bomb]]: | *[[Bowser Bomb]]: | ||
**{{buff|The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and | **{{buff|The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a [[hitstun modifier]] of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI, and allows it to connect better into the second hit.}} | ||
**{{buff|The first hit now uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.}} | **{{buff|The first hit now uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.}} | ||
**{{buff|The aerial version has less startup (frame 32 → 31).}} | **{{buff|The aerial version has less startup (frame 32 → 31).}} | ||
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*{{buff|Sheik's initial [[dash]] speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster, now having the fourth fastest run speed in the game.}} | *{{buff|Sheik's initial [[dash]] speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster, now having the fourth fastest run speed in the game.}} | ||
*{{buff|Sheik's [[air speed]] is slightly faster (1.1 → 1.155).}} | *{{buff|Sheik's [[air speed]] is slightly faster (1.1 → 1.155).}} | ||
*{{nerf|Sheik's [[weight]] has been decreased (81 → 78), now being lighter than {{SSBU|Kirby}} and making her the 6th lightest character in the game. | *{{nerf|Sheik's [[weight]] has been decreased (81 → 78), now being lighter than {{SSBU|Kirby}} and making her the 6th lightest character in the game. This further worsens her already poor endurance.}} | ||
*{{buff|Sheik's [[traction]] is higher (0.06 → 0.106).}} | *{{buff|Sheik's [[traction]] is higher (0.06 → 0.106).}} | ||
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 28 → 27).}} | *{{buff|Forward [[roll]] has less ending lag ([[FAF]] 28 → 27).}} | ||
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***{{buff|This allows them to connect better and [[lock]].}} | ***{{buff|This allows them to connect better and [[lock]].}} | ||
***{{nerf|However, this worsens Sheik's guaranteed [[jab cancel]] setups, which played a large part in the utility of her neutral attack in ''Smash 4'' (though they're still the only neutral attack able to jab cancel, if done on aerial characters).}} | ***{{nerf|However, this worsens Sheik's guaranteed [[jab cancel]] setups, which played a large part in the utility of her neutral attack in ''Smash 4'' (though they're still the only neutral attack able to jab cancel, if done on aerial characters).}} | ||
**{{buff|The neutral infinite has faster startup (frame 9 → 5), a consistent angle (50°/60°/70° → 361°), lower [[hitlag]] (1× → 0.5×) and [[SDI]] (1× → 0.4×) multipliers, and deals less knockback (14 base/20 scaling → 12/15) while | **{{buff|The neutral infinite has faster startup (frame 9 → 5), a consistent angle (50°/60°/70° → 361°), lower [[hitlag]] (1× → 0.5×) and [[SDI]] (1× → 0.4×) multipliers, and deals less knockback (14 base/20 scaling → 12/15) while gaining a [[hitstun modifier]] of 2 on each hit. This vastly improves its linking capabilities, making it much more reliable overall.}} | ||
**{{buff|The neutral infinite's finisher has significantly less ending lag (FAF 53 → 36), no longer being the slowest in the game, and now being much less punishable if shielded.}} | **{{buff|The neutral infinite's finisher has significantly less ending lag (FAF 53 → 36), no longer being the slowest in the game, and now being much less punishable if shielded.}} | ||
**{{nerf|The finisher now uses 3 small hitboxes instead of one extended hitbox. Overall, it does not reach as far horizontally as before, and its range is narrower vertically.}} | **{{nerf|The finisher now uses 3 small hitboxes instead of one extended hitbox. Overall, it does not reach as far horizontally as before, and its range is narrower vertically.}} | ||
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**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}} | **{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}} | ||
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}} | **{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}} | ||
**{{change|The first portion no longer has [[set knockback]] (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and | **{{change|The first portion no longer has [[set knockback]] (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and has gained a [[hitstun modifier]] of 2. At high percents, this causes it to connect much less reliably into the rapid jab, but grants it [[jab cancel]] setups.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}} | **{{buff|Forward tilt no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}} | ||
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*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}} | **{{buff|Down tilt's sweetspot takes priority over the sourspot.}} | ||
**{{buff| | **{{buff|It has less knockback scaling (80 → 55) and has gained a [[hitstun modifier]] of 3, significantly improving its combo ability, to the point of possessing KO setups at high percents.}} | ||
**{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}} | **{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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*[[Super Sheet]]: | *[[Super Sheet]]: | ||
**{{buff|Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).}} | **{{buff|Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).}} | ||
**{{buff|It no longer gives the opponent [[super armor]] on hit.}} | **{{buff|It no longer gives the opponent [[super armor]] on hit.}} | ||
**{{change|Super Sheet has an updated animation to differentiate it from [[Cape]]. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.}} | **{{change|Super Sheet has an updated animation to differentiate it from [[Cape]]. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.}} | ||
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**{{buff|The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like {{SSBU|Link}}'s (361° → 30°), increasing its safety on hit at low percents and allowing it to set up [[tech-chase]]s.}} | **{{buff|The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like {{SSBU|Link}}'s (361° → 30°), increasing its safety on hit at low percents and allowing it to set up [[tech-chase]]s.}} | ||
**{{change|Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.}} | **{{change|Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.}} | ||
**{{buff|Neutral infinite has faster startup (frame 10 → 6), a shorter gap between hits (7 frames → 2), and deals less knockback (10 base/40/50/60 scaling → 8/15) while | **{{buff|Neutral infinite has faster startup (frame 10 → 6), a shorter gap between hits (7 frames → 2), and deals less knockback (10 base/40/50/60 scaling → 8/15) while gaining a [[hitstun modifier]] of 2 on each hit, allowing it to connect much more reliably. Like all neutral infinites since ''Smash 4'', it has also gained a finisher in the form of an ascending slash, making it significantly safer.}} | ||
**{{buff|Neutral infinite has gained a lower [[hitlag]] multiplier (0.5×) and [[SDI]] multiplier (0.4×), which alongside the changes to [[DI]] and SDI from ''Melee'' to ''Ultimate'' make it much harder to escape from, increasing its reliability for racking up damage.}} | **{{buff|Neutral infinite has gained a lower [[hitlag]] multiplier (0.5×) and [[SDI]] multiplier (0.4×), which alongside the changes to [[DI]] and SDI from ''Melee'' to ''Ultimate'' make it much harder to escape from, increasing its reliability for racking up damage.}} | ||
**{{nerf|Neutral attack deals less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)).}} | **{{nerf|Neutral attack deals less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)).}} | ||
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**{{change|It has a higher hitlag multiplier (1.2×).}} | **{{change|It has a higher hitlag multiplier (1.2×).}} | ||
*[[Grab aerial]]: | *[[Grab aerial]]: | ||
**{{buff|Grab aerial has significantly less landing lag (30 frames → 8) and no longer causes [[helplessness]], making it much more useful offensively.}} | **{{buff|Grab aerial has less startup with a longer hitbox duration (frames 11-15 → 9-18).}} | ||
**{{buff|It | **{{buff|It has significantly less landing lag (30 frames → 8) and no longer causes [[helplessness]], making it much more useful offensively.}} | ||
**{{buff|It launches at a higher angle (361° → 60°) and has gained a [[hitstun modifier]] of 4, which alongside its reduced landing lag grants it combo potential even up to high percents.}} | |||
**{{nerf|It deals less damage (5% → 4%).}} | **{{nerf|It deals less damage (5% → 4%).}} | ||
***{{buff|However, it deals additional [[shield damage]] to compensate (0 → 1).}} | ***{{buff|However, it deals additional [[shield damage]] to compensate (0 → 1).}} | ||
**{{nerf|It causes the [[Hookshot]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}} | **{{nerf|It causes the [[Hookshot]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}} | ||
**{{change|It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.}} | **{{change|It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.}} | ||
**{{ | **{{change|It has a lower hitlag multiplier (0.8×).}} | ||
**{{change|It is now affected by [[stale-move negation]], reducing its damage output with consecutive uses, but allowing it to refresh other moves.}} | **{{change|It is now affected by [[stale-move negation]], reducing its damage output with consecutive uses, but allowing it to refresh other moves.}} | ||
**{{change|Due to universal changes, grab aerial functions like a [[tether recovery]] rather than a [[wall grapple]].}} | **{{change|Due to universal changes, grab aerial functions like a [[tether recovery]] rather than a [[wall grapple]].}} | ||
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*{{change|Mewtwo's [[falling speed]] and fast falling speed are slightly faster (1.5 → 1.55) and (2.4 → 2.48) respectively. This improves its survivability, but makes it more susceptible to combos.}} | *{{change|Mewtwo's [[falling speed]] and fast falling speed are slightly faster (1.5 → 1.55) and (2.4 → 2.48) respectively. This improves its survivability, but makes it more susceptible to combos.}} | ||
**{{change|As a result, its full hop is shorter (57 frames → 52 frames).}} | **{{change|As a result, its full hop is shorter (57 frames → 52 frames).}} | ||
*{{buff|Mewtwo is [[weight|heavier]] (74 → 79), | *{{buff|Mewtwo is [[weight|heavier]] (74 → 79), weighing as much as {{SSBU|Kirby}}. This improves its survivability.}} | ||
*{{nerf|Air dodge has more startup (2 frames → 3) and significantly increased ending lag, no longer being the fastest in the game (FAF 28 → 51). When combined with the removal of unlimited air dodging, this not only hinders Mewtwo's mixup potential but also renders it more susceptible to juggles.}} | *{{nerf|Air dodge has more startup (2 frames → 3) and significantly increased ending lag, no longer being the fastest in the game (FAF 28 → 51). When combined with the removal of unlimited air dodging, this not only hinders Mewtwo's mixup potential but also renders it more susceptible to juggles.}} | ||
*{{buff|Air dodge grants more intangibility frames (frames 2-24 → 3-26).}} | *{{buff|Air dodge grants more intangibility frames (frames 2-24 → 3-26).}} | ||
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**{{buff|Rapid Jab Finisher deals more damage (2% → 3%), without full compensation to its knockback (180 scaling → 160).}} | **{{buff|Rapid Jab Finisher deals more damage (2% → 3%), without full compensation to its knockback (180 scaling → 160).}} | ||
**{{buff|Rapid Jab Finisher has a slightly bigger hitbox (5.5u/4.0u → 6.0u/4.0u) and its farthest hitbox has been moved upward (Y offset: 8.5 → 9.5), improving its vertical range.}} | **{{buff|Rapid Jab Finisher has a slightly bigger hitbox (5.5u/4.0u → 6.0u/4.0u) and its farthest hitbox has been moved upward (Y offset: 8.5 → 9.5), improving its vertical range.}} | ||
**{{buff|Rapid jab's infinite hits have a reduced SDI multiplier (1x → 0.8x), use the Sakurai angle (70° → [[Sakurai angle|361°]]), and | **{{buff|Rapid jab's infinite hits have a reduced SDI multiplier (1x → 0.8x), use the Sakurai angle (70° → [[Sakurai angle|361°]]), and have gained a [[hitstun modifier]] of 4, making it harder to escape from.}} | ||
**{{buff|Rapid jab's infinite hits have gained a shieldstun multiplier of 10×, improving its shield pressure.}} | **{{buff|Rapid jab's infinite hits have gained a shieldstun multiplier of 10×, improving its shield pressure.}} | ||
**{{nerf|Rapid jab's infinite hits deal less damage (1% → 0.8%).}} | **{{nerf|Rapid jab's infinite hits deal less damage (1% → 0.8%).}} | ||
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*[[Fire]]: | *[[Fire]]: | ||
**{{buff|Fire's [[windbox]] has been replaced with a frame 3 hitbox, drastically improving its capabilities as an out-of-shield option and combo breaking tool.}} | **{{buff|Fire's [[windbox]] has been replaced with a frame 3 hitbox, drastically improving its capabilities as an out-of-shield option and combo breaking tool.}} | ||
**{{buff|The grounded version's newly added hitbox launches opponents directly upward and | **{{buff|The grounded version's newly added hitbox launches opponents directly upward and has a [[hitstun modifier]] of 10, granting the move combo potential, even at high percents.}} | ||
**{{buff|Fire now transitions into the parachute slightly faster (FAF 41 → 37).}} | **{{buff|Fire now transitions into the parachute slightly faster (FAF 41 → 37).}} | ||
*[[Oil Panic]]: | *[[Oil Panic]]: | ||
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***{{buff|It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower [[hitlag]] multiplier (1× → 0.5×), making it harder to [[SDI]] out of.}} | ***{{buff|It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower [[hitlag]] multiplier (1× → 0.5×), making it harder to [[SDI]] out of.}} | ||
***{{buff|It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → [[361]]°).}} | ***{{buff|It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → [[361]]°).}} | ||
***{{buff|It has more base knockback (8 → 10) and each hit | ***{{buff|It has more base knockback (8 → 10) and each hit has gained a [[hitstun modifier]] of 2.}} | ||
***{{buff|It has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).}} | ***{{buff|It has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).}} | ||
**{{buff|The finisher has less ending lag (FAF 35 → 31).}} | **{{buff|The finisher has less ending lag (FAF 35 → 31).}} | ||
Line 4,696: | Line 4,696: | ||
*[[Chomp]]: | *[[Chomp]]: | ||
**{{buff|Both biting opponents and eating projectiles now heals Wario; the former heals him by 0.6% per bite, while the latter does by 1%, like eating non-explosive items.}} | **{{buff|Both biting opponents and eating projectiles now heals Wario; the former heals him by 0.6% per bite, while the latter does by 1%, like eating non-explosive items.}} | ||
**{{buff|The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.}} | **{{buff|The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.}} | ||
**{{buff|It has less ending lag after eating a projectile (FAF 36 → 26).}} | **{{buff|It has less ending lag after eating a projectile (FAF 36 → 26).}} | ||
Line 4,773: | Line 4,772: | ||
**{{nerf|Both hits have smaller hitboxes (7u/6u/5u → 4.5u/4.5u (hit 1), 6u/7u/5u/6.5u → 4.5u/6u/6u (hit 2)).}} | **{{nerf|Both hits have smaller hitboxes (7u/6u/5u → 4.5u/4.5u (hit 1), 6u/7u/5u/6.5u → 4.5u/6u/6u (hit 2)).}} | ||
**{{nerf|The first hit and the second hit's grounded sweetspot deal less damage (8% → 4% (hit 1), 12% → 11% (hit 2)), hindering the second hit's KO potential.}} | **{{nerf|The first hit and the second hit's grounded sweetspot deal less damage (8% → 4% (hit 1), 12% → 11% (hit 2)), hindering the second hit's KO potential.}} | ||
**{{nerf|The first hit launches grounded opponents at a higher angle (275°/361° → 78°), and has less knockback compared to the previous sourspot, but no longer has set knockback compared to the previous sweetspot (50/30 base/20/0 set/75 scaling → 42 base/0 set/10 scaling). As the sweetspot was larger than the sourspot and outprioritized it, this causes the first hit to connect less reliably into the second hit against grounded opponents overall, despite | **{{nerf|The first hit launches grounded opponents at a higher angle (275°/361° → 78°), and has less knockback compared to the previous sourspot, but no longer has set knockback compared to the previous sweetspot (50/30 base/20/0 set/75 scaling → 42 base/0 set/10 scaling). As the sweetspot was larger than the sourspot and outprioritized it, this causes the first hit to connect less reliably into the second hit against grounded opponents overall, despite gaining a [[hitstun modifier]] of 2, and removes its ability to [[trip]] and lock opponents.}} | ||
***{{nerf|This also means that the second hit's grounded sweetspot can no longer connect after the first hit, further worsening its KO potential.}} | ***{{nerf|This also means that the second hit's grounded sweetspot can no longer connect after the first hit, further worsening its KO potential.}} | ||
***{{nerf|Against aerial opponents, it launches at a higher angle (361° → 65°), and deals much less knockback (50 base/100 scaling → 20/10) with 2 | ***{{nerf|Against aerial opponents, it launches at a higher angle (361° → 65°), and deals much less knockback (50 base/100 scaling → 20/10) with a hitstun modifier of 2, but the resulting hitstun is no longer enough for it to true combo into the second hit until high percents. This allows aerial opponents to jump or air dodge out of the second hit, and removes the first hit's individual KO potential against them.}} | ||
**{{nerf|The first hit has a higher hitlag multiplier (1× → 1.6×), giving opponents more time to DI the second hit.}} | **{{nerf|The first hit has a higher hitlag multiplier (1× → 1.6×), giving opponents more time to DI the second hit.}} | ||
**{{nerf|The second hit has more startup (frame 6 → 8) and ending lag (FAF 31 → 40). This causes it to hit one frame later after the first hit, despite its marginally faster transition (frame 11 → 10).}} | **{{nerf|The second hit has more startup (frame 6 → 8) and ending lag (FAF 31 → 40). This causes it to hit one frame later after the first hit, despite its marginally faster transition (frame 11 → 10).}} | ||
Line 5,357: | Line 5,356: | ||
*{{buff|Ivysaur's [[air speed]] is much faster (0.752 → 0.998), going from the 3rd slowest in ''Brawl'' to the 58th fastest out of 81 characters in ''Ultimate''.}} | *{{buff|Ivysaur's [[air speed]] is much faster (0.752 → 0.998), going from the 3rd slowest in ''Brawl'' to the 58th fastest out of 81 characters in ''Ultimate''.}} | ||
*{{nerf|Ivysaur's [[crawl]]ing speed is slower.}} | *{{nerf|Ivysaur's [[crawl]]ing speed is slower.}} | ||
*{{buff|Ivysaur's [[traction]] is much higher (0.0532 → 0.121), allowing it to punish more easily out of shield.}} | |||
*{{change|Ivysaur's [[fall speed]] is slightly higher (1.35 → 1.38).}} | *{{change|Ivysaur's [[fall speed]] is slightly higher (1.35 → 1.38).}} | ||
**{{buff|Its [[fast falling]] speed is significantly higher (1.89 → 2.208), leaving it much less vulnerable to [[juggling]].}} | **{{buff|Its [[fast falling]] speed is significantly higher (1.89 → 2.208), leaving it much less vulnerable to [[juggling]].}} | ||
Line 5,452: | Line 5,452: | ||
**{{buff|Up aerial no longer causes Ivysaur to [[fast fall]], instead just giving it a moderate amount of downwards momentum, making it less risky to use offstage. Ivysaur can still fast fall manually when using up aerial, allowing it to mix up its positioning when using the move.}} | **{{buff|Up aerial no longer causes Ivysaur to [[fast fall]], instead just giving it a moderate amount of downwards momentum, making it less risky to use offstage. Ivysaur can still fast fall manually when using up aerial, allowing it to mix up its positioning when using the move.}} | ||
**{{buff|The hitboxes are placed higher (Y offset: 14u/9u → 20u/20u), improving its vertical range.}} | **{{buff|The hitboxes are placed higher (Y offset: 14u/9u → 20u/20u), improving its vertical range.}} | ||
**{{buff|The | **{{buff|The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.}} | ||
**{{nerf|It deals less damage (16% → 15%), and has altered knockback (32 base/97 scaling → 64/72). While this further aids in the move's combo potential at lower percents, it most significantly hinders its KO potential, despite launching at a higher angle (83° → 90°).}} | **{{nerf|It deals less damage (16% → 15%), and has altered knockback (32 base/97 scaling → 64/72). While this further aids in the move's combo potential at lower percents, it most significantly hinders its KO potential, despite launching at a higher angle (83° → 90°).}} | ||
**{{nerf|It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.}} | **{{nerf|It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.}} | ||
Line 5,985: | Line 5,985: | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/[[361]]° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 [[set knockback|set]]/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but | **{{buff|The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/[[361]]° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 [[set knockback|set]]/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but have gained [[hitstun modifier]]s (0 → 8 (hit 1), 4 (hit 2)). This allows them to connect more reliably, and the second hit to [[lock]] opponents.}} | ||
**{{buff|Consecutive uses of the first hit are faster (13 → 10 frames).}} | **{{buff|Consecutive uses of the first hit are faster (13 → 10 frames).}} | ||
**{{buff|The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).}} | **{{buff|The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).}} | ||
Line 6,353: | Line 6,353: | ||
*{{buff|Lucario's [[air acceleration]] is higher 0 → 0.01 (base), 0.07 → 0.08 (additional), 0.07 → 0.09 (max).}} | *{{buff|Lucario's [[air acceleration]] is higher 0 → 0.01 (base), 0.07 → 0.08 (additional), 0.07 → 0.09 (max).}} | ||
*{{buff|Lucario's traction is higher (0.0736 → 0.116). However, due to traction being significantly increased across the cast, it no longer has the highest traction in the game going from first out of 58 to eighteenth out of 76 characters.}} | *{{buff|Lucario's traction is higher (0.0736 → 0.116). However, due to traction being significantly increased across the cast, it no longer has the highest traction in the game going from first out of 58 to eighteenth out of 76 characters.}} | ||
*{{nerf|Lucario is lighter (99 → 92), making it more difficult to survive at higher percents to take advantage of Aura.}} | *{{nerf|Lucario is [[Weight|lighter]] (99 → 92), making it more difficult to survive at higher percents to take advantage of Aura.}} | ||
*{{change|[[Aura]] increases in strength faster at lower percentages, reaching base damage at 65% (70% in SSB4), but slower at higher percentages, reaching a maximum of 1.6x power at 190% (down from 1.7x). Aura's strength at 0% is unchanged (0.66x).}} | *{{change|[[Aura]] increases in strength faster at lower percentages, reaching base damage at 65% (70% in SSB4), but slower at higher percentages, reaching a maximum of 1.6x power at 190% (down from 1.7x). Aura's strength at 0% is unchanged (0.66x).}} | ||
*{{nerf|The weakening of [[Rage]] reduces Lucario's KO potential at high percents. When combined with the changes to Aura and Lucario's reduced weight, he has become considerably less threatening when damaged.}} | *{{nerf|The weakening of [[Rage]] reduces Lucario's KO potential at high percents. When combined with the changes to Aura and Lucario's reduced weight, he has become considerably less threatening when damaged.}} | ||
Line 6,954: | Line 6,954: | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Villager's [[jumpsquat]] animation now only takes three frames to complete (down from 5).}} | *{{buff|Like all characters, Villager's [[jumpsquat]] animation now only takes three frames to complete (down from 5).}} | ||
*{{nerf|Villager is [[weight|lighter]], | *{{nerf|Villager is [[weight|lighter]] (97 → 92), weighing the same as {{SSBU|Ice Climbers}}. This worsens his survivability.}} | ||
*{{buff|Villager [[dash]]es faster (1.27 → 1.397).}} | *{{buff|Villager [[dash]]es faster (1.27 → 1.397).}} | ||
*{{buff|Villager's initial dash is faster (1.5 → 1.815).}} | *{{buff|Villager's initial dash is faster (1.5 → 1.815).}} | ||
Line 7,414: | Line 7,414: | ||
*{{change|Little Mac's [[gravity]] is higher ( 0.08 → 0.09), now being around average instead of slightly below average. Combined with his faster falling speed, this allows him to land more safely, but slightly hinders his horizontal recovery and makes him easier to combo.}} | *{{change|Little Mac's [[gravity]] is higher ( 0.08 → 0.09), now being around average instead of slightly below average. Combined with his faster falling speed, this allows him to land more safely, but slightly hinders his horizontal recovery and makes him easier to combo.}} | ||
*{{change|As a result, he spends less time in the air after jumping (SH air time: 35→ 33) (FH air time: 51 → 44)}}. | *{{change|As a result, he spends less time in the air after jumping (SH air time: 35→ 33) (FH air time: 51 → 44)}}. | ||
*{{buff|Little Mac is [[weight|heavier]] (82 → 87), now being slightly heavier than Sonic. This | *{{buff|Little Mac is [[weight|heavier]] (82 → 87), now being slightly heavier than Sonic. This improves his survivability.}} | ||
**{{nerf|However, this makes him easier to combo when combined with his faster falling speed and higher gravity.}} | **{{nerf|However, this makes him easier to combo when combined with his faster falling speed and higher gravity.}} | ||
*{{nerf|Little Mac's spot dodge has more startup with a shorter duration (2-16 → 3-14), reducing its intangibility period by three frames.}} | *{{nerf|Little Mac's spot dodge has more startup with a shorter duration (2-16 → 3-14), reducing its intangibility period by three frames.}} | ||
*{{buff|However, it has slightly decreased ending lag (FAF 25 → 24), allowing Mac to act faster out of it.}} | *{{buff|However, it has slightly decreased ending lag (FAF 25 → 24), allowing Mac to act faster out of it.}} | ||
*{{change|Back roll has more intangibility (4-12 → 4-14), but increased ending lag ( FAF 27 → 33).}} | *{{change|Back roll has more intangibility (4-12 → 4-14), but increased ending lag (FAF 27 → 33).}} | ||
*{{buff|Little Mac's air dodge has one more frame of intangibility (2-25 → 2-26).}} | *{{buff|Little Mac's air dodge has one more frame of intangibility (2-25 → 2-26).}} | ||
*{{nerf|Little Mac's air dodge has much more ending lag ( FAF 31 → 50), going from the second fastest in Smash 4 to being merely average in Ultimate. It can also be used only once before landing.}} | *{{nerf|Little Mac's air dodge has much more ending lag ( FAF 31 → 50), going from the second fastest in Smash 4 to being merely average in Ultimate. It can also be used only once before landing.}} | ||
Line 7,673: | Line 7,673: | ||
**{{change|Mii Brawler [[falling speed|falls]] much faster (1.7 → 1.92). This slightly improves their vertical mobility, but makes them more vulnerable to combos.}} | **{{change|Mii Brawler [[falling speed|falls]] much faster (1.7 → 1.92). This slightly improves their vertical mobility, but makes them more vulnerable to combos.}} | ||
**{{change|The Mii Brawler's [[gravity]] is much higher (0.1 → 0.192). This lets the Brawler reach their maximum falling speed faster, improving their mobility, but reduces their jump height and makes them much more susceptible to combos and meteor smashes.}} | **{{change|The Mii Brawler's [[gravity]] is much higher (0.1 → 0.192). This lets the Brawler reach their maximum falling speed faster, improving their mobility, but reduces their jump height and makes them much more susceptible to combos and meteor smashes.}} | ||
**{{nerf|The Mii Brawler now has a set weight of 94, down from 100 in ''Smash 4''. This makes their weight on par with {{SSBU|Ness}}, {{SSBU|Lucas}} and {{SSBU|Inkling}}, and makes them the lightest Mii Fighter. The Mii Brawler is now lighter than the lightest possible Mii in ''Smash 4'', | **{{nerf|The Mii Brawler now has a set weight of 94, down from 100 in ''Smash 4''. This makes their weight on par with {{SSBU|Ness}}, {{SSBU|Lucas}} and {{SSBU|Inkling}}, and makes them the lightest Mii Fighter. The Mii Brawler is now lighter than the lightest possible Mii in ''Smash 4'', hindering their survivability, while still being more vulnerable to combos due to their faster falling speed and gravity.}} | ||
*{{change|Due to their higher falling speed and gravity, the Mii Brawler's short hop and full jump last for a shorter time (short hop: 36 frames → 28, full jump: 55 frames → 41).}} | *{{change|Due to their higher falling speed and gravity, the Mii Brawler's short hop and full jump last for a shorter time (short hop: 36 frames → 28, full jump: 55 frames → 41).}} | ||
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | *{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | ||
Line 8,026: | Line 8,026: | ||
*{{buff|Like all characters, the Mii Gunner's [[jumpsquat]] animation now takes three frames to complete (down from 6).}} | *{{buff|Like all characters, the Mii Gunner's [[jumpsquat]] animation now takes three frames to complete (down from 6).}} | ||
*{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}} | *{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}} | ||
**{{ | **{{buff|The Mii Gunner now has a set [[weight]] of 104, on par with {{SSBU|Captain Falcon}}, {{SSBU|Link}} and {{SSBU|Yoshi}}. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in ''Smash 4''. This improves their survivability.}} | ||
**{{nerf|The Mii Gunner [[walk]]s slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in ''Smash 4'').}} | **{{nerf|The Mii Gunner [[walk]]s slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in ''Smash 4'').}} | ||
**{{buff|The Mii Gunner [[dash]]es slightly faster (1.3 → 1.37).}} | **{{buff|The Mii Gunner [[dash]]es slightly faster (1.3 → 1.37).}} | ||
Line 8,211: | Line 8,211: | ||
**{{buff|The first hit and neutral infinite's finisher have less ending lag (FAF 26 → 25 (hit 1), 43 → 40 (finisher)).}} | **{{buff|The first hit and neutral infinite's finisher have less ending lag (FAF 26 → 25 (hit 1), 43 → 40 (finisher)).}} | ||
**{{buff|The first hit transitions into the neutral infinite faster (frame 15 → 11).}} | **{{buff|The first hit transitions into the neutral infinite faster (frame 15 → 11).}} | ||
**{{buff|The first hit has altered angles to keep opponents closer to Palutena (76°/70° → [[361]]°/180°), and | **{{buff|The first hit has altered angles to keep opponents closer to Palutena (76°/70° → [[361]]°/180°), and has gained a [[hitstun modifier]] of 4, allowing it to [[lock]] opponents and connect better into the infinite.}} | ||
**{{buff|The infinite has a lower [[hitlag]] multiplier (1.2× → 0.5×) and [[SDI]] multiplier (1× → 0.4×), a different launch angle to keep grounded opponents closer to Palutena (60°/110° → 361°), and a much larger hitbox (3.5 → 6u). This allows it to connect much more effectively, and rack up more damage overall despite each hit dealing slightly less damage (0.8% → 0.6%).}} | **{{buff|The infinite has a lower [[hitlag]] multiplier (1.2× → 0.5×) and [[SDI]] multiplier (1× → 0.4×), a different launch angle to keep grounded opponents closer to Palutena (60°/110° → 361°), and a much larger hitbox (3.5 → 6u). This allows it to connect much more effectively, and rack up more damage overall despite each hit dealing slightly less damage (0.8% → 0.6%).}} | ||
**{{nerf|The first hit has a shorter hitbox duration (frames 8-10 → 8-9).}} | **{{nerf|The first hit has a shorter hitbox duration (frames 8-10 → 8-9).}} | ||
Line 8,228: | Line 8,228: | ||
**{{buff|Up tilt has less startup (frame 10 → 8) and Palutena can act faster (FAF 68 → 56).}} | **{{buff|Up tilt has less startup (frame 10 → 8) and Palutena can act faster (FAF 68 → 56).}} | ||
**{{buff|It has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 3), causing the move to execute noticeably faster.}} | **{{buff|It has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 3), causing the move to execute noticeably faster.}} | ||
**{{buff|The last hit | **{{buff|The last hit deals higher, consistent damage (2.5%/1.5% → 4.5%), with knockback not fully compensated (60 base/195 scaling → 75/136), slightly improving its KO potential.}} | ||
**{{nerf|The looping portion has a shorter duration (frames 10-38 (looping hits)/40-41 (last hit) → 8-22/24-25), and thus hits five times instead of six before the last hit, despite its faster rehit rate. This increases the move's ending lag by five frames, as its FAF was not fully compensated.}} | |||
***{{buff|However, the looping hits deal more damage (1.2% → 1.4%), and alongside the last hit's increased damage, the move's total output is still higher (9.7% → 11.5%).}} | |||
**{{change|The last hit's hitbox was moved more upwards (Y offset: 19u/13u → 23u/17u). This improves its vertical range, but causes it to have a blindspot and makes it harder to hit opponents on the ground.}} | **{{change|The last hit's hitbox was moved more upwards (Y offset: 19u/13u → 23u/17u). This improves its vertical range, but causes it to have a blindspot and makes it harder to hit opponents on the ground.}} | ||
**{{change|The last hit has a lower hitlag multiplier (2× → 1.5×).}} | **{{change|The last hit has a lower hitlag multiplier (2× → 1.5×).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
Line 8,260: | Line 8,261: | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 4), causing the move to execute noticeably faster.}} | **{{buff|Neutral aerial has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 4), causing the move to execute noticeably faster.}} | ||
**{{buff| | **{{buff|It has larger hitboxes (3.4u → 4.2u (looping hits), 11u → 11.5u (last hit)), improving its utility for approaching.}} | ||
**{{nerf| | ***{{nerf|However, the last hit has a smaller hitbox against aerial opponents (11.5u → 9.8u).}} | ||
**{{buff|The looping hits have increased set knockback | **{{buff|The looping hits have increased set knockback (20 → 65/80 (hit 1, grounded opponents only), 65 (hits 2-6)), which in combination with the move's landing lag allows them to combo into several other moves, including an up aerial at high percents as a KO setup, and to be used for drag-down setups. However, the penultimate hit has a [[hitstun modifier]] of -13 (giving it roughly the same hitstun as the ''Smash 4'' looping hits), so only the first five hits are effective for these purposes.}} | ||
**{{buff|The last hit comes out faster (frame 31 → 29).}} | **{{buff|The last hit comes out faster (frame 31 → 29).}} | ||
***{{nerf|However, the move's total duration remains unchanged, increasing its ending lag.}} | ***{{nerf|However, the move's total duration remains unchanged, increasing its ending lag.}} | ||
**{{buff|The last hit always sends opponents in the direction Palutena is facing. Combined with her faster dash speed and the move's lower landing lag, this allows it to combo into itself several times at low percents, greatly improving her damage racking ability.}} | **{{buff|The last hit always sends opponents in the direction Palutena is facing. Combined with her faster dash speed and the move's lower landing lag, this allows it to combo into itself several times at low percents, greatly improving her damage racking ability.}} | ||
**{{nerf|The last hit deals less knockback (30 base/180 scaling → 35/155). While this slightly improves its combo potential at low percents, it more drastically hinders its KO potential at high percents.}} | |||
**{{change|Due to the looping hits' faster rehit rate, the move hits seven times instead of six. However, its damage values have been redistributed (1.7% (hits 1-5) → 1.4% (hits 1-6), 5% → 5.1% (last hit)), leaving its total damage unchanged.}} | **{{change|Due to the looping hits' faster rehit rate, the move hits seven times instead of six. However, its damage values have been redistributed (1.7% (hits 1-5) → 1.4% (hits 1-6), 5% → 5.1% (last hit)), leaving its total damage unchanged.}} | ||
**{{change|The | **{{change|The first hit no longer has set knockback against aerial opponents.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial deals more damage (9% → 10%) with no compensation on knockback, improving its KO potential near the edge.}} | **{{buff|Forward aerial deals more damage (9% → 10%) with no compensation on knockback, improving its KO potential near the edge.}} | ||
Line 8,300: | Line 8,300: | ||
**{{buff|Due to the [[Sakurai angle]] being lower against aerial opponents in ''Ultimate'' (45° → 38°), back throw KOs more effectively near edges.}} | **{{buff|Due to the [[Sakurai angle]] being lower against aerial opponents in ''Ultimate'' (45° → 38°), back throw KOs more effectively near edges.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw triggers a hitlag effect on both Palutena and the opponent for 7 frames prior to release, rather than inflicting 5 frames of hitlag on the opponent upon release, and | **{{nerf|Down throw triggers a hitlag effect on both Palutena and the opponent for 7 frames prior to release, rather than inflicting 5 frames of hitlag on the opponent upon release, and has more knockback scaling (25 → 30). This worsens its combo potential beyond low percents.}} | ||
***{{buff|However, it has less ending lag to compensate (FAF 50 → 46), and launches at a slightly higher angle (70° → 73°), which combined with Palutena's faster jumpsquat and jump speed slightly improves its combo potential at low percents nevertheless.}} | ***{{buff|However, it has less ending lag to compensate (FAF 50 → 46), and launches at a slightly higher angle (70° → 73°), which combined with Palutena's faster jumpsquat and jump speed slightly improves its combo potential at low percents nevertheless.}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
Line 8,617: | Line 8,617: | ||
*{{change|Shulk now grins when applauding the winner after a match.}} | *{{change|Shulk now grins when applauding the winner after a match.}} | ||
*{{bugfix|The Monado's beam blade no longer becomes misaligned on stages with a 2D effect, like [[Flat Zone X]].}} | *{{bugfix|The Monado's beam blade no longer becomes misaligned on stages with a 2D effect, like [[Flat Zone X]].}} | ||
*{{bugfix|Shulk's armorless costume no longer causes | *{{bugfix|Shulk's armorless costume no longer causes his neck to extend during certain animations, although it still causes the Monado Arts' symbols to flash above Shulk's neck during hitstun.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Shulk's [[jumpsquat]] animation | *{{buff|Like all characters, Shulk's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}} | ||
*{{buff|Shulk [[ | *{{buff|Shulk [[walk]]s faster (1.1 → 1.155).}} | ||
*{{buff|Shulk | *{{buff|Shulk [[run]]s faster (1.52 → 1.672).}} | ||
**{{buff|His initial [[dash]] is much faster (1.5 → 1.87).}} | |||
*{{buff|Shulk's [[air speed]] is faster (1.06 → 1.113).}} | *{{buff|Shulk's [[air speed]] is faster (1.06 → 1.113).}} | ||
*{{ | *{{change|Shulk [[falling speed|falls]] faster (1.5 → 1.58).}} | ||
**{{buff|His [[fast fall]]ing speed is faster (2.4 → 2.528), leaving him less susceptible to [[juggling]].}} | |||
*{{change|Shulk's [[gravity]] is higher (0.085 → 0.098). This improves his vertical mobility and leaves him less vulnerable to juggles, but worsens his vertical endurance and reduces his jump height.}} | |||
*{{buff|Shulk's [[traction]] has been increased (0.044 → 0.94), improving his ability to punish [[out of shield]].}} | |||
*{{nerf|Shulk is [[Weight|lighter]] (102 → 97), worsening his endurance.}} | |||
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}} | |||
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}} | |||
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 30 → 35).}} | |||
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 26).}} | |||
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}} | |||
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}} | |||
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{change| | **{{change|The first hit has an altered animation where Shulk doesn't lunge forward as far, and the second hit has been changed to a full roundhouse kick.}} | ||
**{{ | **{{buff|The first and second hits have altered angles (70°/60°/88° → 361°/180° (hit 1), 66°/70°/80° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks. They also no longer use [[set knockback]], but deal less knockback until very high percents (40 set/100 scaling → 35/25 base/10 scaling (hit 1), 52 set/100 scaling → 40/35 base/10 scaling (hit 2)), and have gained [[hitstun modifier]]s (0 → 2 (hit 1), 5 (hit 2)). This allows them to connect much more reliably and [[jab lock]].}} | ||
**{{nerf| | **{{buff|The first hit transitions faster into the second hit (frame 12 → 11).}} | ||
**{{nerf| | **{{buff|The third hit has less startup (frame 12 → 6). In combination with the aforementioned changes, this allows it to connect much better from the second hit, no longer requiring specific timing against floaty or highly-damaged opponents.}} | ||
**{{ | ***{{nerf|However, its total duration remains the same, increasing its ending lag.}} | ||
**{{nerf| | **{{buff|The third hit is placed farther horizontally (Z offset: 12.8u-7.8u → 14u-10u (clean), 12.8u → 14u (late)) and higher (Y offset: 9u → 10u), with the late hit also stretching more vertically (Y offset: 15u-12u → 16.5u-12u), increasing its range.}} | ||
**{{nerf| | **{{nerf|All hits except the late third hit deal less damage (3.5% → 2% (hit 1), 3.5% → 1.5% (hit 2), 5.3% → 5% (hit 3, clean)). This greatly reduces the move's total damage (12.3% → 8.5%), no longer being the most damaging non-infinite neutral attack in the game.}} | ||
**{{ | **{{nerf|The first and second hits have a shorter hitbox duration (frames 5-6 (hit 1), 5-7 (hit 2) → frame 5).}} | ||
**{{nerf|The first and third hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 2× (hit 3)), making the former easier to [[SDI]] and the latter easier to [[DI]].}} | |||
**{{nerf|The first hit uses four hitboxes instead of three, which are smaller (3u/2.5u/3.5u → 1.8u/1.8u/2u/2u). In combination with its altered animation, this noticeably reduces its range.}} | |||
**{{nerf|Consecutive uses of the first hit are slower (12 frames → 15).}} | |||
**{{nerf|The second hit's middle hitbox is larger (3u → 3.2u), but the farthest hitbox is smaller (4u → 3.4u), reducing its range overall.}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt deals more damage (8.5% | **{{buff|Up tilt deals more damage (8.5%/7.5% → 10%/9%), with knockback scaling compensated (90/85 → 80/75).}} | ||
**{{change|The move's ending animation has been altered, with Shulk crouching lower.}} | |||
**{{change| | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{buff|Dash attack has less startup (frame 15 → 12) and much less ending lag (FAF 53 → 41).}} | ||
**{{buff| | **{{buff|It has a sweetspot near the base of the Monado, much like Shulk's other moves that use it, which deals more damage (11.5% → 12.5%) and is larger (3.2u → 3.7u).}} | ||
**{{buff| | **{{buff|It launches at a higher angle (60° → 65°), improving its juggling ability.}} | ||
**{{nerf| | **{{buff|Due to the changes to [[jostling]], the move can no longer miss opponents at point-blank range.}} | ||
**{{nerf| | **{{nerf|It does not propel Shulk as far forward, reducing its range.}} | ||
**{{ | **{{nerf|The sourspot deals less damage (11.5% → 11%) and is marginally smaller (3.2u → 3.1u).}} | ||
**{{nerf|It has less knockback scaling (80 → 68), hindering its KO potential despite its higher launch angle and the sweetspot's higher damage.}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{ | **{{buff|The first hit launches at angles more towards Shulk (92°/105° → 92°/95°/112°) and is [[weight-independent]], with the ground-only hitboxes also having lower set knockback (110 → 92). This allows it to connect more reliably into the second hit.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag ( | *{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 16 → 10 (forward), 19 → 11 (back), 15 → 9 (up), 23 → 14 (down)).}} | ||
*{{buff|All aerials [[auto-cancel]] earlier (frame 80 → 54 (neutral), 57 → 42 (forward), 79 → 43 (back), 79 → 53 (up), 78 → 52 (down)). This allows back aerial to auto-cancel in a full hop, and all aerials except forward aerial to auto-cancel before their [[interruptibility]] frames.}} | |||
**{{buff|Additionally, all aerials have gained initial auto-cancel windows (frames 1-2 (neutral, back, down), 1-4 (forward), 1-3 (up)).}} | |||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has significantly less ending lag (FAF 71 → 60), making it safer to use offstage.}} | |||
**{{buff|The animation executes faster with no change in hitbox duration. This allows the move to hit more effectively around Shulk and cover a full 360 degrees, no longer possessing a blindspot directly behind him.}} | |||
**{{buff|Neutral aerial has significantly less ending lag (FAF 71 → 60) , making it safer to use offstage.}} | **{{change|The sweetspot and sourspot's placements has been swapped, with the former being located on the Monado's base instead of the beam blade, much like Shulk's other moves. This increases the move's damage output at close range, but reduces it from a distance.}} | ||
**{{buff| | |||
**{{change| | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{ | **{{change|Forward aerial can no longer send opponents behind Shulk. This improves its consistency for edgeguarding, but removes some of its combos and situational [[stage spiking]] ability.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has more startup (frame 18 → 19). Coupled with the changes to the Speed [[Monado Art]], this makes short hop back aerials more timing-specific in the Speed Art, as Shulk has to perform the back aerial immediately out of a short hop.}} | |||
**{{nerf|The hitbox is set to a static position behind Shulk instead of following the Monado, and is smaller (5.5u → 3.6u (clean), 4u → 2.6u (late)). This reduces its horizontal range, and removes its ability to hit in front of Shulk.}} | |||
**{{nerf|Back aerial | **{{change|The hitbox has been adjusted to be parallel to the ground instead of slanted upward, making it less likely to overshoot grounded opponents, but easier to avoid by jumping.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less ending lag (FAF 60 → 55).}} | **{{buff|Up aerial has less ending lag (FAF 60 → 55).}} | ||
**{{buff|Both hits have a longer duration (frames 14-15 → 14-16 (hit 1), 24-25 → 24-26 (hit 2)).}} | |||
**{{buff|The first hit has received an additional hitbox on the Monado, with the previously existing two being larger (6.2u/6u → 6.5u/6.3u), and they launch at angles more towards Shulk (100°/96° → 102°/111°/104°) with lower set knockback (80/60 → 60/60/40). This allows it to connect more reliably into the second hit.}} | |||
**{{nerf|The second hit's sourspot stretches a slightly shorter distance vertically (Y offset: 40u-15u → 39u-15u), reducing its vertical range despite the hitbox being larger (3.8u → 4u).}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff| | **{{buff|Both hits have a longer duration (frames 14-15 → 14-16 (hit 1), 23-24 → 23-25 (hit 2)).}} | ||
**{{buff| | **{{buff|The first hit's hitboxes are larger (5u → 5.3u), and the aerial-only hitbox launches at a lower angle (172° → 215°) with lower set knockback (20 → 15). This increases its range and allows it to connect more reliably into the second hit.}} | ||
**{{buff|The second hit's meteor hitbox and sweetspot have more base knockback, especially the latter (10 → 15/50), improving the move's KO potential.}} | |||
**{{buff|The second hit's sourspot is larger (3.5u → 3.7u).}} | |||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
*[[Grab]]s: | |||
**{{nerf|All grabs have more ending lag (FAF 30 → 37 (standing), 37 → 45 (dash), 35 → 40 (pivot)).}} | |||
**{{nerf|They have reduced horizontal range (Z2 offset: 9.5u → 9u (standing), 11.5u → 10.7u (dash), -16u → -15.3u (pivot)).}} | |||
**{{nerf|Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}} | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{ | **{{buff|Pummel deals more hitlag (8 frames → 14), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 27 → 7), noticeably shortening its duration. This makes it much more reliable for racking up damage.}} | ||
**{{nerf|It deals much less damage (3% → 1.3%).}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf| | **{{nerf|The throw portion deals less damage (8% → 5%; 11% total → 8%), with knockback scaling not fully compensated (70 → 95), slightly hindering its KO potential.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{nerf| | **{{nerf|The throw portion deals less damage (9% → 6%; 12% total → 9%), with knockback scaling not fully compensated (63 → 83), slightly hindering its KO potential.}} | ||
*[[Up throw]]: | |||
**{{nerf|Due to the new knockback speed up effect decreasing hitstun for higher knockback values, up throw has lost its KO setups into up aerial at high percents with the Jump Art active.}} | |||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{ | **{{buff|Down throw launches at a higher angle (50° → 60°), allowing it to combo into a forward tilt at mid percents with the Buster Art active.}} | ||
**{{nerf| | **{{nerf|The throw portion deals less damage (4% → 2.5%; 7% total → 5.5%) and knockback (75 base/115 scaling → 85/105), making it significantly weaker overall. Notably, it is no longer the strongest down throw in the game by a large margin with the Smash Art active.}} | ||
**{{nerf|Due to the new knockback speed up effect, it has lost its true combos into forward aerial at low to mid percents with the Speed Art active.}} | |||
**{{change|It has a snappier animation, with Shulk physically thrusting the Monado into the ground with both hands and performing a short jump before the main hit.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Monado Arts]]: | *[[Monado Arts]]: | ||
**{{buff|Monado Arts can be selected | **{{buff|Monado Arts possess a new feature, where all Arts appear in a wheel around Shulk if the special move button is held, then can be selected by tilting the control stick in the appropriate direction and releasing the button. The Arts are mapped to the following directions: up for Smash, upper left for Jump, lower left for Speed, upper right for Buster, and lower right for Shield. The previous method of selecting Monado Arts can still be used by tapping the button.}} | ||
***{{buff|This new method | ***{{buff|This new method allows Shulk to select and activate Monado Arts significantly faster, as well as switch them without needing to cancel the current one. This opens up more flexibility in using the different Monado Arts, making them an even more important aspect of Shulk's moveset. Additionally, if the original method to select Arts has been initiated, it can be canceled by activating the wheel without tilting the control stick in any direction, preventing accidental activations of Arts.}} | ||
***{{change|Arts that are on cooldown have a bar under them to | ***{{buff|Due to Monado Arts being usable out of hitstun, this faster method allows Shulk to escape combos and disadvantage much more effectively by using the intangibility from activating the Arts, then he can select either the Shield Art to survive potential KOs or the Buster/Smash Art to punish the opponent.}} | ||
**{{change|Arts that are on cooldown have a gradually regenerating bar under them to indicate how much time is left until they can be used again. Likewise, a gradually depleting bar appears below the active Art in Shulk's damage meter to indicate how much is left until it deactivates.}} | |||
**{{buff|Monado Arts activate significantly faster when | **{{buff|Monado Arts activate significantly faster when selected individually.}} | ||
**{{change|[[Monado Art Landing Lag Cancel]]ing | **{{change|[[Monado Art Landing Lag Cancel]]ing can still be performed, though it has a different window due to the faster activation time. Additionally, its usage to reduce landing lag is negligible due to the universal reduction to landing lag.}} | ||
***{{buff|The addition of selecting Arts through the Art wheel allows Shulk access to MALLC at any time, without having to time landings with his jumps. It also grants access to the [[Dial Storage]] technique.}} | ***{{buff|The addition of selecting Arts through the Art wheel allows Shulk access to MALLC at any time, without having to time landings with his jumps. It also grants access to the [[Dial Storage]] technique.}} | ||
**{{change| | **{{change|The kanji graphics are stylized and shown in solid colored, thick-outlined text. Upon activation, the kanji flashes with a cartoon-styled burst.}} | ||
**{{change| | **{{change|Highlighted Arts display their name in addition to the kanji, like in Shulk's damage meter.}} | ||
**{{bugfix|Switching or deactivating Arts immediately resets Shulk's movement attributes | **{{bugfix|Switching or deactivating Arts immediately resets Shulk's movement attributes. For example, he no longer has increased run speed if he is running when the Speed Art expires.}} | ||
***{{nerf|This removes some advanced techniques such as Monado Art Run Cancel, Monado Art Buffered Deactivation, and MonaDACUS.}} | ***{{nerf|This removes some advanced techniques such as Monado Art Run Cancel, Monado Art Buffered Deactivation, and MonaDACUS.}} | ||
**{{change|Monado Arts have significantly amplified strengths and weaknesses, alongside much shorter durations and longer cooldowns, making the move similar to | **{{change|Monado Arts have significantly amplified strengths and weaknesses, alongside much shorter durations and longer cooldowns, making the move similar to one of Shulk's previous custom moves, [[Hyper Monado Arts]].}} | ||
**Jump Art: | **Jump Art: | ||
***{{buff|It grants higher air speed (1.5× → 1.7×), falling speed (1.22× → 1.4×), and gravity (1.3× → 1.4×), making it far more effective for aerial movement.}} | |||
***{{buff| | ***{{nerf|It lasts significantly shorter (16s → 6s) and has a longer cooldown (10s → 18s).}} | ||
***{{ | ***{{nerf|It increases damage taken even more (1.22× → 1.3×).}} | ||
***{{nerf| | |||
**Speed Art: | **Speed Art: | ||
***{{ | ***{{buff|It increases Shulk's gravity by 1.2×, giving him an even lower jump as a result. It also grants higher initial dash and run speeds (1.7× → 2×), and a higher air speed (1.3× → 1.4×). Combined with the reduced landing lag of Shulk's aerials, Speed is a more effective aerial rushdown and spacing tool.}} | ||
***{{buff|It fully preserves knockback dealt by using the final damage the opponent would have had without the Art's damage reduction when calculating knockback.}} | |||
***{{buff| | ***{{nerf|It lasts significantly shorter (16s → 8s) and has a longer cooldown (10s → 16s).}} | ||
***{{ | ***{{nerf|It lowers damage dealt even more (0.8× → 0.7×).}} | ||
***{{nerf| | ***{{nerf|The reduced jump height makes it even worse for recovering vertically.}} | ||
***{{nerf| | |||
**Shield Art: | **Shield Art: | ||
***{{buff|It further reduces damage taken (0.67× → 0.5×) and knockback taken (0.78× → 0.5×). This allows Shulk to survive almost any KO move even at high percents, and punish opponents more effectively after getting hit at low percents.}} | |||
***{{buff| | ***{{buff|Due to the new selection method for Monado Arts, it can be activated inbetween most multi-hit moves and combos. This allows Shulk to break out of a variety of situations, including potential game-ending strings.}}[https://youtu.be/SjpbHFXgalA?t=573] | ||
***{{buff|Due to the new selection method for Monado Arts, | ***{{buff|It has increased shield health and shield regeneration rate (1.5× → 2×).}} | ||
***{{buff| | ***{{nerf|It lasts significantly shorter (16s → 6s) and has a longer cooldown (10s → 18s).}} | ||
***{{nerf| | ***{{nerf|It lowers damage dealt even more (0.7× → 0.5×), and reduces knockback dealt by 0.8×, considerably hindering Shulk's KO potential while active.}} | ||
***{{nerf| | ***{{nerf|On top of the Art's reduced duration, its meter depletes faster if Shulk takes damage. This removes its ability to stall matches for a noticeable period of time.}} | ||
**Buster Art: | **Buster Art: | ||
***{{buff|It lowers knockback dealt even more (0.68× → 0.65×), allowing combos for longer.}} | |||
***{{buff| | ***{{buff|With the usage of Dial Storage, it grants Shulk KO setups, such as a Buster neutral aerial into Smash [[Air Slash]].}} | ||
***{{buff| | ***{{nerf|It lasts significantly shorter (16s → 10s) and has a longer cooldown (10s → 14s). However, it is the longest-lasting and quickest-charging Monado Art.}} | ||
***{{nerf| | ***{{nerf|It increases damage taken even more (1.13× → 1.3×).}} | ||
***{{change|Opponents hit by Shulk with Buster active glow briefly with a purple tint.}} | |||
**Smash Art: | **Smash Art: | ||
***{{nerf| | ***{{buff|It further boosts knockback dealt (1.18× → 1.25×), improving Shulk's KO potential even more.}} | ||
***{{ | ***{{nerf|It lasts significantly shorter (16s → 8s) and has a longer cooldown (10s → 16s).}} | ||
***{{nerf| | ***{{nerf|It lowers damage dealt even more (0.5× → 0.3×).}} | ||
***{{ | ***{{nerf|It further increases knockback taken (1.07× → 1.2×), giving Shulk the worst endurance in the game while Smash is active.}} | ||
***{{change|Opponents hit by Shulk with Smash active glow briefly with a red tint.}} | |||
*[[Back Slash]]: | *[[Back Slash]]: | ||
**{{buff|Back Slash's | **{{buff|Back Slash's distance can be adjusted slightly by tilting the control stick after it is initiated.}} | ||
**{{buff| | **{{buff|It can grab ledges from frame 49 onward, giving it situational use offstage.}} | ||
**{{buff| | **{{buff|Due to characters no longer turning around when hit from behind with high enough knockback, the back-hitting sweetspot is easier to land.}} | ||
**{{nerf|The front-facing hitboxes have less knockback scaling (100 → 80).}} | |||
**{{nerf| | |||
**{{change|Back-hitting Back Slash causes a yellow burst effect, similar to the graphic shown when a party member successfully lands an Art's bonus effect in ''Xenoblade Chronicles'' (in this case, hitting the back of an enemy).}} | **{{change|Back-hitting Back Slash causes a yellow burst effect, similar to the graphic shown when a party member successfully lands an Art's bonus effect in ''Xenoblade Chronicles'' (in this case, hitting the back of an enemy).}} | ||
*[[Air Slash]]: | *[[Air Slash]]: | ||
**{{buff| | **{{buff|The first swing grabs ledges earlier (frame 41 → 21 (front), 31 (back)), improving its safety for recovering.}} | ||
**{{buff| | **{{buff|The second swing has less startup (frame 15 → 9), allowing it to connect more reliably from the first swing.}} | ||
**{{ | **{{nerf|The first swing can no longer grab ledges before the hitboxes come out, preventing Shulk from grabbing them out of a rising jump.}} | ||
*[[Vision]]: | *[[Vision]]: | ||
**{{buff|Both counterattacks have noticeably larger hitboxes, especially their sweetspots (8.5u/5.5u → 12u/7u (normal), 11u/7u (forward)).}} | |||
***{{change|They do not stretch as much horizontally (Z offset: 24u-5u/31u-2u → 28u-20.5u/33u-9.5u (normal), -29u - -12u / -37u - -8u → -24.5u - -15u / -28.5u - -3u (forward)), greatly improving the normal counterattack's range in front of Shulk, but reducing both variants' horizontal range behind him.}} | |||
**{{buff|The normal counterattack has a longer hitbox duration, with the aerial version having less startup (frame 45-46 → 45-47 (grounded), 40-42 (aerial)), and both versions have less ending lag (FAF 97 → 88 (grounded), 83 (aerial)).}} | |||
**{{buff|The normal counterattack's sourspot deals more minimum damage (7% → 9%).}} | |||
**{{nerf|The counterattacks are no longer [[unblockable]].}} | |||
**{{nerf|Both counterattacks have less knockback scaling (84 → 70 (normal), 94 → 80 (forward)), noticeably hindering their KO ability. However, the forward-held version is still the strongest counterattack in the game with the Smash Art active.}} | |||
**{{change|Vision's backdrop is significantly brighter.}} | **{{change|Vision's backdrop is significantly brighter.}} | ||
**{{bugfix|[[Vision Sliding]] has been removed.}} | **{{bugfix|[[Vision Sliding]] has been removed.}} | ||
*[[Chain Attack]]: | *[[Chain Attack]]: | ||
Line 8,787: | Line 8,805: | ||
**{{buff|The first hit has two additional hitboxes, one of which sends towards Bowser Jr. (angle: 180°).}} | **{{buff|The first hit has two additional hitboxes, one of which sends towards Bowser Jr. (angle: 180°).}} | ||
**{{buff|The second hit has an additional hitbox, and all of its hitboxes now keep opponents on the ground (80°/70 → 361° (all)). This allows it to [[lock]].}} | **{{buff|The second hit has an additional hitbox, and all of its hitboxes now keep opponents on the ground (80°/70 → 361° (all)). This allows it to [[lock]].}} | ||
**{{buff|The second hit has less ending lag (FAF 40 → 30) and | **{{buff|The second hit has less ending lag (FAF 40 → 30) and has gained a [[hitstun modifier]] of 3, allowing it to connect into the looping hits much more reliably.}} | ||
**{{buff|The first and second hits have less knockback (hit 1: 10 base/50 scaling → 25/25/20/20 / 25/25/15/15, hit 2: 24 base/50 scaling → 25/25/20 / 25/25/15). This allows them to connect better and jab lock for longer.}} | **{{buff|The first and second hits have less knockback (hit 1: 10 base/50 scaling → 25/25/20/20 / 25/25/15/15, hit 2: 24 base/50 scaling → 25/25/20 / 25/25/15). This allows them to connect better and jab lock for longer.}} | ||
**{{nerf|The first and second hits' hitboxes are smaller (hit 1: 3u/4u → 2u/2u/2.2u/2.2u, hit 2: 3.2u/4u → 2.5u/3.2u/3.8u), reducing their vertical range.}} | **{{nerf|The first and second hits' hitboxes are smaller (hit 1: 3u/4u → 2u/2u/2.2u/2.2u, hit 2: 3.2u/4u → 2.5u/3.2u/3.8u), reducing their vertical range.}} | ||
Line 8,804: | Line 8,822: | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|The move deals more damage (hits 1-2: 1.5% → 2%, hit 3: 5% → 6%, total: 8% → 10%), with no compensation on the third hit's knockback, slightly improving its KO and edgeguarding potential.}} | **{{buff|The move deals more damage (hits 1-2: 1.5% → 2%, hit 3: 5% → 6%, total: 8% → 10%), with no compensation on the third hit's knockback, slightly improving its KO and edgeguarding potential.}} | ||
**{{buff|The first two hits have reduced hitlag (1x → 0.5x), have | **{{buff|The first two hits have reduced hitlag (1x → 0.5x), and have gained a [[hitstun modifier]] of 4 with a shieldstun multiplier of 1.2x.}} | ||
**{{nerf|The first two hits no longer deal set knockback (30 set/100 scaling → 20 base/30 scaling), and thus connect worse at higher percents.}} | **{{nerf|The first two hits no longer deal set knockback (30 set/100 scaling → 20 base/30 scaling), and thus connect worse at higher percents.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
Line 9,064: | Line 9,082: | ||
**{{nerf|Tapped [[up tilt]] has a more horizontal angle on airborne opponents (84° → 75°).}} | **{{nerf|Tapped [[up tilt]] has a more horizontal angle on airborne opponents (84° → 75°).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Tapped down tilt has | **{{buff|Tapped down tilt has gained a [[hitstun modifier]] of 1.}} | ||
**{{buff|Held down tilt has less startup lag (7 frames → 6).}} | **{{buff|Held down tilt has less startup lag (7 frames → 6).}} | ||
**{{buff|Held down tilt deals less knockback (70 (base)/23 (scaling) → 73/16), allowing it to combo at a wider percent range.}} | **{{buff|Held down tilt deals less knockback (70 (base)/23 (scaling) → 73/16), allowing it to combo at a wider percent range.}} | ||
Line 9,276: | Line 9,294: | ||
**{{nerf|All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.}} | **{{nerf|All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.}} | ||
**{{buff|The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).}} | **{{buff|The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).}} | ||
**{{buff|The first and second hits have altered angles (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and | **{{buff|The first and second hits have altered angles (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and has gained a [[hitstun modifier]] of 2, allowing them to connect better and [[jab lock]].}} | ||
**{{buff|The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).}} | **{{buff|The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).}} | ||
**{{nerf|The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and [[DI]] the last one.}} | **{{nerf|The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and [[DI]] the last one.}} | ||
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**{{nerf|The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).}} | **{{nerf|The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).}} | ||
**{{buff|The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.}} | **{{buff|The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.}} | ||
**{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), lower [[hitlag]] (1x → 0.5x) and [[SDI]] (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while | **{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), lower [[hitlag]] (1x → 0.5x) and [[SDI]] (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.}} | ||
**{{nerf|One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.}} | **{{nerf|One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.}} | ||
***{{buff|However, the previous neutral infinite's hitbox is now extended and is positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.}} | ***{{buff|However, the previous neutral infinite's hitbox is now extended and is positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.}} | ||
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*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.}} | **{{buff|The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.}} | ||
**{{buff|The looping charge hits | **{{buff|The looping charge hits have gained a hitstun modifier of 3, connecting better as a result.}} | ||
**{{change|Forward smash reaches its maximum range on the first active frame, and its hitboxes no longer change with timing (12%/11% (early), 12%/11%/15.2% (clean), 12%/11%/16.5% (late) → 12%/11%/15.2% (all)).}} | **{{change|Forward smash reaches its maximum range on the first active frame, and its hitboxes no longer change with timing (12%/11% (early), 12%/11%/15.2% (clean), 12%/11%/16.5% (late) → 12%/11%/15.2% (all)).}} | ||
***{{buff|This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.}} | ***{{buff|This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.}} | ||
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**{{nerf|Uncharged Dragon Fang Shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).}} | **{{nerf|Uncharged Dragon Fang Shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).}} | ||
**{{nerf|A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.}} | **{{nerf|A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.}} | ||
***{{nerf|This is further hindered by the new knockback | ***{{nerf|This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less [[hitstun]] at higher percents.}} | ||
*[[Dragon Lunge]]: | *[[Dragon Lunge]]: | ||
**{{buff|Dragon Lunge's pin can now be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a [[tech-chasing|tech-chase]], and also leaves Corrin less vulnerable if the move misses.}} | **{{buff|Dragon Lunge's pin can now be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a [[tech-chasing|tech-chase]], and also leaves Corrin less vulnerable if the move misses.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Bayonetta's [[jumpsquat]] animation | *{{buff|Like all characters, Bayonetta's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}} | ||
*{{nerf|Bayonetta is [[Weight|lighter]] (84 → 81).}} | *{{nerf|Bayonetta is [[Weight|lighter]] (84 → 81), further hindering her endurance.}} | ||
*{{buff|Bayonetta's initial [[dash]] speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.}} | *{{buff|Bayonetta's initial [[dash]] speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.}} | ||
*{{buff|Bayonetta [[walk]]s slightly faster (0.9 → 0.945).}} | *{{buff|Bayonetta [[walk]]s slightly faster (0.9 → 0.945).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|The first three hits have altered angles (hit 1: 55°/55°/85° → 361°/180°; hit 2: 48°/68°/82°/70° → 361°; hit 3: 68°/85°/68°/90° → 361°) and knockback (hit 1: 45/30/42 base, 25 scaling → 36/32, 8; hit 2: 45/40/38/40, 25 → 42/38, 8; hit 3: 47/47/28/28, 20 → 40, 8) to keep opponents close to Bayonetta, akin to other neutral attacks, and | **{{buff|The first three hits have altered angles (hit 1: 55°/55°/85° → 361°/180°; hit 2: 48°/68°/82°/70° → 361°; hit 3: 68°/85°/68°/90° → 361°) and knockback (hit 1: 45/30/42 base, 25 scaling → 36/32, 8; hit 2: 45/40/38/40, 25 → 42/38, 8; hit 3: 47/47/28/28, 20 → 40, 8) to keep opponents close to Bayonetta, akin to other neutral attacks, and have gained [[hitstun modifier]]s (0 → 8 (hits 1-2), 10 (hit 3)). This allows them to connect better and [[jab lock]].}} | ||
**{{buff|The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).}} | **{{buff|The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).}} | ||
**{{buff|The rapid jab has a lower [[hitlag]] multiplier (1× → 0.6×) and [[SDI]] multiplier (0.6× → 0.4×), and | **{{buff|The rapid jab has a lower [[hitlag]] multiplier (1× → 0.6×) and [[SDI]] multiplier (0.6× → 0.4×), and has gained a hitstun modifier of 2 for each hit, making it harder to escape.}} | ||
**{{buff|The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).}} | **{{buff|The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).}} | ||
**{{nerf|All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).}} | **{{nerf|All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).}} |