Template:SSB4 to SSBU changelist: Difference between revisions

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|Fox====Aesthetics===
|Fox====Aesthetics===
*{{change|Fox now wears his flight suit and headset from ''Star Fox Zero'', while still retaining some elements of his appearance in ''Super Smash Bros. 4''. The proportions of his head have been slightly altered, and his fur is more pronounced. Fox now also has visible whiskers. Lastly, the aesthetic used in ''Ultimate'' has resulted in Fox's overall color scheme being more subdued.}}
*{{change|Fox wears his flight suit and headset from ''Star Fox Zero'', while still retaining some elements of his appearance in ''Super Smash Bros. 4''. The proportions of his head have been slightly altered, and his fur is more pronounced. Fox also has visible whiskers. Lastly, the aesthetic used in ''Ultimate'' has resulted in Fox's overall color scheme being more subdued.}}
*{{change|Fox's jacket collar is smaller, and his holster has been redesigned indigo with vegas gold tints. Additionally, his headset is now entirely gray. Lastly, Fox's toe boxes are much smoother and are brick red. These changes are unique to ''Ultimate''.}}
*{{change|Fox's jacket collar is smaller, and his holster has been redesigned indigo with vegas gold tints. Additionally, his headset is entirely gray. Lastly, Fox's toe boxes are much smoother and are brick red. These changes are unique to ''Ultimate''.}}
*{{change|Like all characters, Fox is significantly more expressive than in previous games.}}
*{{change|Like all characters, Fox is significantly more expressive than in previous games.}}
*{{change|[[Idle]], [[walking]], and on-screen appearance all have slightly different animations. However, Fox will revert to his idle animation from ''Brawl'' while holding a small item.}}
*{{change|[[Idle]], [[walking]], and on-screen appearance all have slightly different animations. However, Fox will revert to his idle animation from ''Brawl'' while holding a small item.}}
*{{change|Opponents and items hit by Fox's lasers now have a black puff of smoke appear off them, as if they are being burned.}}
*{{change|Opponents and items hit by Fox's lasers have a black puff of smoke appear off them, as if they are being burned.}}
*{{change|Much like in ''Melee'', Fox has a voice clip when performing his midair jump. Due to the changes in the last game, he now vocalizes occasionally.}}
*{{change|Much like in ''Melee'', Fox has a voice clip when performing his midair jump. Due to the changes in the last game, he vocalizes occasionally.}}
*{{change|Fox's taunts have been tweaked.}}
*{{change|Fox's taunts have been tweaked.}}
**{{change|Up taunt has a different ending animation, with him performing a short fist pump. He also says "Let's go!" instead of "Here I come!" during the taunt.}}
**{{change|Up taunt has a different ending animation, with him performing a short fist pump. He also says "Let's go!" instead of "Here I come!" during the taunt.}}
**{{change|Side taunt has an altered animation: Fox now spins his Blaster in his hand rather than tossing it in the air.}}
**{{change|Side taunt has an altered animation: Fox spins his Blaster in his hand rather than tossing it in the air.}}
**{{change|Down taunt now has Fox saying "Come at me." instead of "Come on!".}}
**{{change|Down taunt has Fox saying "Come at me." instead of "Come on!".}}
*{{change|Fox's victory animation that is based on his character selection from ''Smash 64'' has the camera behind Fox, rather than in front of him.}} [https://youtu.be/IVDd88e4Dek?t=136]
*{{change|Fox's victory animation that is based on his character selection from ''Smash 64'' has the camera behind Fox, rather than in front of him.}} [https://youtu.be/IVDd88e4Dek?t=136]


===Attributes===
===Attributes===
*{{change|The changes to [[perfect shield]]ing both benefit and hinder Fox. He can more easily punish the opponents [[out of shield]] with his fast moves and allows him to pressure shields because of perfect shields mostly being ineffective against multi-hits like his down aerial, but it also makes easier for the opponents to punish his safe aerials, most notably neutral aerial.}}
*{{change|The changes to [[perfect shield]]ing both benefit and hinder Fox. He can more easily punish the opponents [[out of shield]] with his fast moves and allows him to pressure shields because of perfect shields mostly being ineffective against multi-hits like his down aerial, but it also makes easier for the opponents to punish his safe aerials, most notably neutral aerial.}}
*{{buff|Like all characters, Fox's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Fox's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{nerf|Fox's [[weight]] has been decreased (79 → 77), now being lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{nerf|Fox's [[weight]] has been decreased (79 → 77), being lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{buff|Fox [[run]]s significantly faster (2.184 → 2.402).}}
*{{buff|Fox [[run]]s significantly faster (2.184 → 2.402).}}
**{{nerf|Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.}}
**{{nerf|Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.}}
*{{buff|Fox [[walk]]s faster (1.45 → 1.523).}}
*{{buff|Fox [[walk]]s faster (1.45 → 1.523).}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), now being average instead of below-average.}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), being average instead of below-average.}}
*{{buff|Fox's [[falling speed]] and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.}}
*{{buff|Fox's [[falling speed]] and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.}}
*{{nerf|Fox's [[gravity]] is much higher (0.19 → 0.23), now being as high as in ''Melee''. While this makes his jumps slightly faster, it worsens his endurance at higher percents considerably, particularly when coupled with his lower weight, and makes him much more susceptible to combos at lower percents.}}
*{{nerf|Fox's [[gravity]] is much higher (0.19 → 0.23), being as high as in ''Melee''. While this makes his jumps slightly faster, it worsens his endurance at higher percents considerably, particularly when coupled with his lower weight, and makes him much more susceptible to combos at lower percents.}}
*{{buff|Fox's [[traction]] is higher (0.06 → 0.115).}}
*{{buff|Fox's [[traction]] is higher (0.06 → 0.115).}}
*{{nerf|The removal of un-[[tech]]able [[reeling]] on the ground hinders Fox more than the rest of the returning veterans, as his [[up smash]] KO setups from his [[forward tilt]], [[neutral aerial]] and [[down aerial]] at high percentages can now always be teched.}}
*{{nerf|The removal of un-[[tech]]able [[reeling]] on the ground hinders Fox more than the rest of the returning veterans, as his [[up smash]] KO setups from his [[forward tilt]], [[neutral aerial]] and [[down aerial]] at high percentages can always be teched.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-14 → 4-12).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-14 → 4-12).}}
*{{nerf|Back roll has more ending lag ([[FAF]] 27 → 33).}}
*{{nerf|Back roll has more ending lag ([[FAF]] 27 → 33).}}
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*{{nerf|Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).}}
*{{nerf|Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-25 → 2-26).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-25 → 2-26).}}
*{{nerf|Air dodge has more ending lag (FAF 31 → 39), although now it is the fastest in the game due to the universal changes.}}
*{{nerf|Air dodge has more ending lag (FAF 31 → 39), although it is the fastest in the game due to the universal changes.}}


===Ground attacks===
===Ground attacks===
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**{{nerf|Up tilt's animation has been changed, with Fox's foot being higher and at a raised angle on the frame that the hitbox first comes out. This prevents it from 2-framing.}}
**{{nerf|Up tilt's animation has been changed, with Fox's foot being higher and at a raised angle on the frame that the hitbox first comes out. This prevents it from 2-framing.}}
**{{nerf|The clean hit's grounded sweetspot deals less damage (9% → 8%).}}
**{{nerf|The clean hit's grounded sweetspot deals less damage (9% → 8%).}}
**{{nerf|The sourspots now take priority over the sweetspots, diminishing the move's damage potential.}}
**{{nerf|The sourspots take priority over the sweetspots, diminishing the move's damage potential.}}
**{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}}
**{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}}
**{{change|The sourspots deal more knockback (18 base/110 scaling → 20/125). This improves their KO potential, but worsens their combo potential. Conversely, the sweetspots have consistent base knockback (22 (grounded)/18 (aerial) → 20), and effectively deal less knockback as a result of their scaling values remaining unchanged.}}
**{{change|The sourspots deal more knockback (18 base/110 scaling → 20/125). This improves their KO potential, but worsens their combo potential. Conversely, the sweetspots have consistent base knockback (22 (grounded)/18 (aerial) → 20), and effectively deal less knockback as a result of their scaling values remaining unchanged.}}
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*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}}
**{{buff|Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}}
**{{buff|The early clean hit now deals consistent damage (16%/14% → 16%).}}
**{{buff|The early clean hit deals consistent damage (16%/14% → 16%).}}
**{{nerf|The animation is faster with the hitbox duration unchanged.  While this makes it easier to hit behind Fox, it also makes the clean hit harder to land, making it more inconsistent as a KO option.}}
**{{nerf|The animation is faster with the hitbox duration unchanged.  While this makes it easier to hit behind Fox, it also makes the clean hit harder to land, making it more inconsistent as a KO option.}}
**{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}}
**{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}}
**{{change|The move's ending animation has been modified: Fox now does a three point landing after doing his up smash.}}
**{{change|The move's ending animation has been modified: Fox does a three point landing after doing his up smash.}}


===Aerial attacks===
===Aerial attacks===
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**{{nerf|The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).}}
**{{nerf|The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).}}
**{{nerf|Fox's higher falling speed and gravity prevents up aerial to autocancel in a short hop unless inputted in the first frame of jumpsquat.}}
**{{nerf|Fox's higher falling speed and gravity prevents up aerial to autocancel in a short hop unless inputted in the first frame of jumpsquat.}}
**{{buff|Due to the lower landing lag, the first hit can now combo into other moves, and possesses a KO setup into up smash at high percents.}}
**{{buff|Due to the lower landing lag, the first hit can combo into other moves, and possesses a KO setup into up smash at high percents.}}
**{{change|The first hit of up aerial now uses a slap SFX instead of a punch SFX on hit.}}
**{{change|The first hit of up aerial uses a slap SFX instead of a punch SFX on hit.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's linking hits deal more knockback (5 [[set knockback|set]]/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.}}
**{{buff|Down aerial's linking hits deal more knockback (5 [[set knockback|set]]/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.}}
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**{{nerf|Pummel deals less damage (1.2% → 1%).}}
**{{nerf|Pummel deals less damage (1.2% → 1%).}}
**{{nerf|It has less startup (frame 2 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.}}
**{{nerf|It has less startup (frame 2 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.}}
**{{buff|Pummel is now an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.}}
**{{buff|Pummel has an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.}}
*[[Back throw]]:
*[[Back throw]]:
**{{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.}}
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|Pikachu====Aesthetics===
|Pikachu====Aesthetics===
*{{change|Like all veterans returning from ''SSB4'', Pikachu has a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games.}}
*{{change|Like all veterans returning from ''SSB4'', Pikachu has a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games.}}
*{{change|Like other fighters, Pikachu is significantly more expressive. It now appears much angrier during some animations, such as neutral air and shielding; it now also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.}}
*{{change|Like other fighters, Pikachu is significantly more expressive. It appears much angrier during some animations, such as neutral air and shielding; it also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.}}
*{{change|Pikachu now faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.}}
*{{change|Pikachu faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.}}
*{{change|Pikachu's cheeks flash white when it uses [[electric]] attacks.}}
*{{change|Pikachu's cheeks flash white when it uses [[electric]] attacks.}}
*{{change|Pikachu only waves once during its side [[taunt]], shortening its duration. Down taunt is also faster.}}
*{{change|Pikachu only waves once during its side [[taunt]], shortening its duration. Down taunt is also faster.}}
**{{change|For its side taunt, the voice clip duration of the second "Pika" has been shortened; now cutting off prematurely.}}
**{{change|For its side taunt, the voice clip duration of the second "Pika" has been shortened; cutting off prematurely.}}
*{{change|Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and {{s|bulbapedia|Choice Band}} costumes from ''SSB4''.}}
*{{change|Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and {{s|bulbapedia|Choice Band}} costumes from ''SSB4''.}}
**{{change|The first costume features {{s|bulbapedia|Selene}}'s casual cap from ''{{s|bulbapedia|Pokémon Sun and Moon}}''.}}
**{{change|The first costume features {{s|bulbapedia|Selene}}'s casual cap from ''{{s|bulbapedia|Pokémon Sun and Moon}}''.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Pikachu's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Pikachu's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Pikachu [[walk]]s slightly faster (1.24 → 1.302).}}
*{{buff|Pikachu [[walk]]s slightly faster (1.24 → 1.302).}}
*{{buff|Pikachu [[run]]s faster (1.85325 → 2.039).}}
*{{buff|Pikachu [[run]]s faster (1.85325 → 2.039).}}
**{{buff|Pikachu's initial [[dash]] is faster (1.8 → 1.98).}}
**{{buff|Pikachu's initial [[dash]] is faster (1.8 → 1.98).}}
*{{buff|Pikachu's [[air speed]] is slightly higher (0.9118 → 0.957).}}
*{{buff|Pikachu's [[air speed]] is slightly higher (0.9118 → 0.957).}}
*{{buff|Pikachu's [[traction]] is significantly higher (0.0596 → 0.132), now being the fourth highest in the game.}}
*{{buff|Pikachu's [[traction]] is significantly higher (0.0596 → 0.132), being the fourth highest in the game.}}
*{{nerf|Forward [[roll]] has more ending lag ([[FAF]] 27 → 29).}}
*{{nerf|Forward [[roll]] has more ending lag ([[FAF]] 27 → 29).}}
*{{buff|Back roll grants more [[intangibility]] (frames 4-14 → 4-15).}}
*{{buff|Back roll grants more [[intangibility]] (frames 4-14 → 4-15).}}
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*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and [[meteor smash]]es opponents (361° → 270°), with knockback not properly compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.}}
**{{buff|Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and [[meteor smash]]es opponents (361° → 270°), with knockback not properly compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.}}
**{{nerf|Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is now reduced.}}
**{{nerf|Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is reduced.}}


===Throws and other attacks===
===Throws and other attacks===
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|Luigi====Aesthetics===
|Luigi====Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Luigi's model features a more subdued color scheme. His hair and clothing now features simple detailing, similar to his design in ''Brawl''.}}
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Luigi's model features a more subdued color scheme. His hair and clothing features simple detailing, similar to his design in ''Brawl''.}}
*{{change|Like most of the returning roster, Luigi has become much more expressive than in the previous games. He now has an angry expression when charging the [[Green Missile]] and using his forward aerial, as well as having a winced face when throwing an opponent with the new Poltergust, appearing scared when dodging, and surprised if he lands the Super Jump Punch.}}
*{{change|Like most of the returning roster, Luigi has become much more expressive than in the previous games. He has an angry expression when charging the [[Green Missile]] and using his forward aerial, as well as having a winced face when throwing an opponent with the new Poltergust, appearing scared when dodging, and surprised if he lands the Super Jump Punch.}}
*{{change|Luigi's idle animation has been slightly altered, with his head turned toward the screen. However, he reverts to his previous idle animation when picking up light items.}}
*{{change|Luigi's idle animation has been slightly altered, with his head turned toward the screen. However, he reverts to his previous idle animation when picking up light items.}}
*{{change|As with Mario, Luigi's [[on-screen appearance]] now emits the {{s|mariowiki|Warp Pipe}} sound effect rather than the jump sound, similar to ''[[Smash 64]]''.}}
*{{change|As with Mario, Luigi's [[on-screen appearance]] emits the {{s|mariowiki|Warp Pipe}} sound effect rather than the jump sound, similar to ''[[Smash 64]]''.}}
*{{change|Luigi has a new dashing animation akin to how he runs in ''{{s|mariowiki|Luigi's Mansion}}'' and other games such as the ''Mario & Luigi'' series or the ''Mario & Sonic at the Olympic Games'' series. Luigi has a more upright posture in this new animation, making his hurtbox slightly bigger vertically, but also makes it narrower horizontally.}}  
*{{change|Luigi has a new dashing animation akin to how he runs in ''{{s|mariowiki|Luigi's Mansion}}'' and other games such as the ''Mario & Luigi'' series or the ''Mario & Sonic at the Olympic Games'' series. Luigi has a more upright posture in this new animation, making his hurtbox slightly bigger vertically, but also makes it narrower horizontally.}}  
**{{change|Luigi's backward jumping animations were slightly altered: he now performs one somersault instead of two; he performs less somersaults during his backward midair jumping animation.}}
**{{change|Luigi's backward jumping animations were slightly altered: he performs one somersault instead of two; he performs less somersaults during his backward midair jumping animation.}}
*{{change|Luigi has a slightly altered pose during air dodge, and a scared expression on his face.}}
*{{change|Luigi has a slightly altered pose during air dodge, and a scared expression on his face.}}
*{{change|Luigi's attacks that involve fire, such as his [[Fireball]], have been given brighter, flashier particle effects.}}  
*{{change|Luigi's attacks that involve fire, such as his [[Fireball]], have been given brighter, flashier particle effects.}}  
*{{change|Luigi's [[victory animation]] where he throws rapid punches was slightly altered, with a different animation for gasping at the end.}}
*{{change|Luigi's [[victory animation]] where he throws rapid punches was slightly altered, with a different animation for gasping at the end.}}
*{{change|Luigi now faces the screen instead of away while [[sleep]]ing.}}
*{{change|Luigi faces the screen instead of away while [[sleep]]ing.}}


===Attributes===
===Attributes===
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**{{change|It deals less damage (8% → 5%). However, its knockback was not fully compensated (20 base/65 scaling → 32/72), further improving its combo potential.}}
**{{change|It deals less damage (8% → 5%). However, its knockback was not fully compensated (20 base/65 scaling → 32/72), further improving its combo potential.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack now consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|Dash attack consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|Its looping hits have a much faster and consistent rehit rate (rehit rate 4), causing for all hits except the first to come out faster (10, 16, 22, 29 → 8, 12, 16, 25). Combined with the reduced hits, this gives the move drastically less ending lag (FAF 76 → 48), as the animation is much shorter (83 →55).}}
**{{buff|Its looping hits have a much faster and consistent rehit rate (rehit rate 4), causing for all hits except the first to come out faster (10, 16, 22, 29 → 8, 12, 16, 25). Combined with the reduced hits, this gives the move drastically less ending lag (FAF 76 → 48), as the animation is much shorter (83 →55).}}


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*{{buff|All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).}}
*{{buff|All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial is now interruptible, giving it one frame less ending lag (FAF 46 → 45).}}
**{{buff|Neutral aerial is interruptible, giving it one frame less ending lag (FAF 46 → 45).}}
**{{change|Luigi's head is slightly repositioned when using it.}}
**{{change|Luigi's head is slightly repositioned when using it.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{change|The clean hit has a lower hitlag multiplier (2× → 1.4×).}}
**{{change|The clean hit has a lower hitlag multiplier (2× → 1.4×).}}
*{{buff|Luigi now has a [[grab aerial]], the Suction Shot, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a [[tether recovery]], but produces a [[projectile]] in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.}}
*{{buff|Luigi gained a [[grab aerial]], the Suction Shot, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a [[tether recovery]], but produces a [[projectile]] in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.}}


===Throws and other attacks===
===Throws and other attacks===
*{{change|Luigi now has a [[tether grab]], using his {{s|supermariowiki|Poltergust G-00}} from ''{{iw|mariowiki|Luigi's Mansion 3}}'' to shoot a plunger attached to a rope, the Suction Shot. His pummel and all his throws except down throw have received new animations reflecting this change.}}
*{{change|Luigi has a [[tether grab]], using his {{s|supermariowiki|Poltergust G-00}} from ''{{iw|mariowiki|Luigi's Mansion 3}}'' to shoot a plunger attached to a rope, the Suction Shot. His pummel and all his throws except down throw have received new animations reflecting this change.}}
**{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}}
**{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}}
**{{nerf|However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.}}
**{{nerf|However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.}}
**{{change|Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.}}
**{{change|Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.}}
*[[Pummel]]:
*[[Pummel]]:
**{{change|Pummel now has Luigi squeeze the opponent with the Poltergust.}}
**{{change|Pummel has Luigi squeeze the opponent with the Poltergust.}}
**{{buff|It deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}}
**{{buff|It deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}}
**{{nerf|It deals much less damage (3.2% → 1.3%).}}
**{{nerf|It deals much less damage (3.2% → 1.3%).}}
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**{{nerf|Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.}}
**{{nerf|Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.}}
*[[Up throw]]:
*[[Up throw]]:
**{{change| Luigi has a new up throw: he now shoots his opponent upward with the Poltergust.}}
**{{change| Luigi has a new up throw: he shoots his opponent upward with the Poltergust.}}
**{{buff|It has increased combo ability due to Luigi's faster jumpsquat and jump speed.}}
**{{buff|It has increased combo ability due to Luigi's faster jumpsquat and jump speed.}}
**{{buff|It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.}}
**{{buff|It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.}}
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*{{change|As with all [[veteran]]s returning from ''Smash 4'', Ness' model features a more subdued color scheme, and some of the detailing on his clothes and weapons are more prominent, such as the stitching on his socks.}}
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Ness' model features a more subdued color scheme, and some of the detailing on his clothes and weapons are more prominent, such as the stitching on his socks.}}
*{{change|Ness always faces the screen regardless of which direction he turns, causing his animations to be mirrored.}}
*{{change|Ness always faces the screen regardless of which direction he turns, causing his animations to be mirrored.}}
*{{change|Ness, like many other characters, has been made much more expressive. He is much angrier when attacking, such as using his tilts. His eyes now bulge and grow more circular when he is hit or frozen. His eyebrows are much more prominent when attacking or stunned.}}
*{{change|Ness, like many other characters, has been made much more expressive. He is much angrier when attacking, such as using his tilts. His eyes bulge and grow more circular when he is hit or frozen. His eyebrows are much more prominent when attacking or stunned.}}
*{{change|Ness has a new idle, [[dashing]], and [[air dodge]] animation.}}
*{{change|Ness has a new idle, [[dashing]], and [[air dodge]] animation.}}
*{{change|Ness' [[victory pose]]s have been slightly altered:}}
*{{change|Ness' [[victory pose]]s have been slightly altered:}}
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*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 60), now being one of the slowest.}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 60), being one of the slowest.}}
*{{buff|The reintroduction of directional air dodges benefits Ness more than the rest of the cast, as his directional air dodge grants more distance compared to other characters' (a trait he shares with {{SSBU|Lucas}}), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using [[PK Thunder]].}}
*{{buff|The reintroduction of directional air dodges benefits Ness more than the rest of the cast, as his directional air dodge grants more distance compared to other characters' (a trait he shares with {{SSBU|Lucas}}), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using [[PK Thunder]].}}


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**{{nerf|It no longer has a bonus [[trip]] chance, removing its guaranteed setups.}}
**{{nerf|It no longer has a bonus [[trip]] chance, removing its guaranteed setups.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's second hit now extends backwards (Z offset: 16u → 13u-16u), improving its ability to hit opponents next to Ness.}}
**{{buff|Dash attack's second hit extends backwards (Z offset: 16u → 13u-16u), improving its ability to hit opponents next to Ness.}}
**{{buff|The last hit has drastically increased knockback scaling (104 → 133), significantly improving its KO potential despite its lowered angle (80° → 70°).}}
**{{buff|The last hit has drastically increased knockback scaling (104 → 133), significantly improving its KO potential despite its lowered angle (80° → 70°).}}
*Yoyo ([[up smash]] and [[down smash]]):
*Yoyo ([[up smash]] and [[down smash]]):
**{{buff|Up smash and down smash once again have their charging hitboxes from ''Melee'' and ''Brawl'', hitting opponents repeatedly for 1% damage per hit. Unlike in those games, however, charging these moves still increases their damage, making the charging hitboxes far more useful. The yo-yo can also hang below the ledge, improving Ness' edgeguarding abilities significantly.}}
**{{buff|Up smash and down smash once again have their charging hitboxes from ''Melee'' and ''Brawl'', hitting opponents repeatedly for 1% damage per hit. Unlike in those games, however, charging these moves still increases their damage, making the charging hitboxes far more useful. The yo-yo can also hang below the ledge, improving Ness' edgeguarding abilities significantly.}}
**{{nerf|They have a lower maximum damage multiplier (1.4× → 1.2×) and cannot be held as long as most other smash attacks.}}
**{{nerf|They have a lower maximum damage multiplier (1.4× → 1.2×) and cannot be held as long as most other smash attacks.}}
**{{change|The text on the yo-yo now reads "SUPER NINTENDO 2018 MOTHER".}}
**{{change|The text on the yo-yo reads "SUPER NINTENDO 2018 MOTHER".}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has less ending lag (FAF 56 → 53).}}
**{{buff|Up smash has less ending lag (FAF 56 → 53).}}
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**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|It [[auto-cancel]]s later (frame 27 → 34), matching its interruptibility.}}
**{{nerf|It [[auto-cancel]]s later (frame 27 → 34), matching its interruptibility.}}
**{{nerf|The last hit launches at a more horizontal angle (85° → 73°). While this allows it to combo better into other moves at low percents, such as neutral and forward aerial, it greatly hinders its KO potential, as it is now vulnerable to [[LSI]].}}
**{{nerf|The last hit launches at a more horizontal angle (85° → 73°). While this allows it to combo better into other moves at low percents, such as neutral and forward aerial, it greatly hinders its KO potential, as it is vulnerable to [[LSI]].}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial is now interruptible again, reducing its ending lag (FAF 60 → 55).}}
**{{buff|Down aerial is interruptible, reducing its ending lag (FAF 60 → 55).}}
**{{buff|It deals more damage (12% → 14% (clean), 10% → 12% (late)) and knockback (20 base/70 scaling → 37/74 (clean), 70 scaling → 74 (late)), making it a significantly stronger [[meteor smash]].}}
**{{buff|It deals more damage (12% → 14% (clean), 10% → 12% (late)) and knockback (20 base/70 scaling → 37/74 (clean), 70 scaling → 74 (late)), making it a significantly stronger [[meteor smash]].}}
**{{buff|It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).}}
**{{buff|It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).}}
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*[[PSI Magnet]]:
*[[PSI Magnet]]:
**{{buff|PSI Magnet begins [[absorb]]ing projectiles faster (frame 10 → 7), and has less ending lag (FAF 30 → 25).}}
**{{buff|PSI Magnet begins [[absorb]]ing projectiles faster (frame 10 → 7), and has less ending lag (FAF 30 → 25).}}
**{{buff|It no longer halts Ness' horizontal momentum in the air, now functioning as it did in ''Brawl'', improving Ness' movement options.}}
**{{buff|It no longer halts Ness' horizontal momentum in the air, functioning as it did in ''Brawl'', improving Ness' movement options.}}
**{{buff|It has gained a hitbox close to Ness from frame 7 onward, which deals 4% damage with weak [[set knockback]], and can rehit opponents every 10 frames. This grants the move offensive utility, and alongside the changes above, allows it to be used in combos. The lingering hitbox can also destroy weak projectiles, improving its safety when used for absorption.}}
**{{buff|It has gained a hitbox close to Ness from frame 7 onward, which deals 4% damage with weak [[set knockback]], and can rehit opponents every 10 frames. This grants the move offensive utility, and alongside the changes above, allows it to be used in combos. The lingering hitbox can also destroy weak projectiles, improving its safety when used for absorption.}}
**{{change|PSI Magnet now emits pink diamond-shaped PSI from the center, more closely resembles its appearance in ''EarthBound''. It also features a visible suction effect around the magnet.}}
**{{change|PSI Magnet emits pink diamond-shaped PSI from the center, more closely resembles its appearance in ''EarthBound''. It also features a visible suction effect around the magnet.}}
*[[PK Starstorm]]:
*[[PK Starstorm]]:
**{{change|PK Starstorm summons slower meteors that spread out over the stage, similar to its ''Brawl'' iteration, but can still be aimed horizontally like the ''Smash 4'' iteration. [[Paula]] and [[Poo]] now accompany Ness during the move. PK Starstorm particle effects from ''EarthBound'' accompany each meteor, and the Sound Stone's background pattern appears in the stage's background.}}
**{{change|PK Starstorm summons slower meteors that spread out over the stage, similar to its ''Brawl'' iteration, but can still be aimed horizontally like the ''Smash 4'' iteration. [[Paula]] and [[Poo]] accompany Ness during the move. PK Starstorm particle effects from ''EarthBound'' accompany each meteor, and the Sound Stone's background pattern appears in the stage's background.}}
**{{buff|Ness no longer sinks downward while channeling PK Starstorm while airborne. In addition, if this Final Smash was initiated while in the air, Ness is propelled upward a moderate amount at the conclusion. This can assist in recovery.}}
**{{buff|Ness no longer sinks downward while channeling PK Starstorm while airborne. In addition, if this Final Smash was initiated while in the air, Ness is propelled upward a moderate amount at the conclusion. This can assist in recovery.}}


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*{{change|The pose at the end of Captain Falcon's triple size kick victory screen has been altered. Instead of pointing his wrist sideways, he points it upwards, forming a pose similar to his idle pose.}}
*{{change|The pose at the end of Captain Falcon's triple size kick victory screen has been altered. Instead of pointing his wrist sideways, he points it upwards, forming a pose similar to his idle pose.}}
*{{change|Captain Falcon's mouth once again moves during his down and side taunts, like in ''Brawl''.}}
*{{change|Captain Falcon's mouth once again moves during his down and side taunts, like in ''Brawl''.}}
*{{change|Captain Falcon's tumbling animation has been altered. He now faces more towards/away from the screen, similar to Little Mac, Shulk, Greninja, and other fighters.}}
*{{change|Captain Falcon's tumbling animation has been altered. He faces more towards/away from the screen, similar to Little Mac, Shulk, Greninja, and other fighters.}}
*{{change|Captain Falcon's side taunt has been shortened significantly, showing him immediately gesturing with his hand.}}
*{{change|Captain Falcon's side taunt has been shortened significantly, showing him immediately gesturing with his hand.}}
*{{change|Down taunt has been shortened when facing right, now matching its left-facing duration.}}
*{{change|Down taunt has been shortened when facing right, matching its left-facing duration.}}


===Attributes===
===Attributes===
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**{{buff|Both hits have a longer duration (hit 1: frame 22 → frames 22-23; hit 2: 28 → 28-29), and grant Falcon intangibility on his respective legs, making the move safer to use against opposing aerial attacks.}}
**{{buff|Both hits have a longer duration (hit 1: frame 22 → frames 22-23; hit 2: 28 → 28-29), and grant Falcon intangibility on his respective legs, making the move safer to use against opposing aerial attacks.}}
**{{buff|Both hits deal more damage (hit 1: 6%/11% → 7%/12%; hit 2: 13%/12% → 14%/13%).}}
**{{buff|Both hits deal more damage (hit 1: 6%/11% → 7%/12%; hit 2: 13%/12% → 14%/13%).}}
**{{buff|One of the first hit's hitboxes (hitbox ID 1 → 0) now outprioritizes the other (hitbox ID 0 → 1). The hitboxes also have slightly altered angles (95°/110°/80°/90° → 96°/110°/80°/80°) and knockback values (hitbox 0: 140 set → 150; hitbox 1: 120 → 90; hitbox 3: 30 base/20 set → 8 base/10 set). These changes make the first hit connect better into the second hit.}}
**{{buff|One of the first hit's hitboxes (hitbox ID 1 → 0) outprioritizes the other (hitbox ID 0 → 1). The hitboxes also have slightly altered angles (95°/110°/80°/90° → 96°/110°/80°/80°) and knockback values (hitbox 0: 140 set → 150; hitbox 1: 120 → 90; hitbox 3: 30 base/20 set → 8 base/10 set). These changes make the first hit connect better into the second hit.}}
**{{change|The second hit has more base knockback, but less knockback scaling (30 base/104/106/112 scaling → 70 base/72/74/80 scaling).}}
**{{change|The second hit has more base knockback, but less knockback scaling (30 base/104/106/112 scaling → 70 base/72/74/80 scaling).}}
*[[Down smash]]:
*[[Down smash]]:
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***{{nerf|However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.}}
***{{nerf|However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.}}
**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.}}
**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.}}
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes now send grounded opponents at lower angles as well (86°/78° → 68°/74°).}}
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}}
**{{nerf|The first hit has reduced hitbox sizes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}}
**{{nerf|The first hit has reduced hitbox sizes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}}
**{{change|The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.}}
**{{change|The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.}}
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***{{nerf|However, this results in its usefulness in [[Home-Run Contest]] being reduced yet again, being the least useful in this game than in any other game the mode appears in.}}
***{{nerf|However, this results in its usefulness in [[Home-Run Contest]] being reduced yet again, being the least useful in this game than in any other game the mode appears in.}}
**{{buff|Both versions have larger hitboxes (grounded/reversed: 4.0u/2.5u/3.5u → 4.5/2.5/4.0; aerial/aerial reversed: 4.6u/2.875u/4.025u → 5.175/2.875/4.6).}}
**{{buff|Both versions have larger hitboxes (grounded/reversed: 4.0u/2.5u/3.5u → 4.5/2.5/4.0; aerial/aerial reversed: 4.6u/2.875u/4.025u → 5.175/2.875/4.6).}}
**{{buff|Falcon now slides backwards slightly at the end of the move, somewhat improving its safety, especially on shield.}}
**{{buff|Falcon slides backwards slightly at the end of the move, somewhat improving its safety, especially on shield.}}
**{{nerf|Falcon Punch does not move Falcon as far when performing the move, slightly reducing its range despite its larger hitboxes.}}
**{{nerf|Falcon Punch does not move Falcon as far when performing the move, slightly reducing its range despite its larger hitboxes.}}
**{{change|Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.}}
**{{change|Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.}}
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***{{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|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 having the highest priority, improving its reliability.}}
**{{nerf|The uppercut sends at a lower angle (85° → 76°) and deals much less knockback (100 base/75 scaling → 82/55). While this improves its combo potential, it significantly reduces its KO power, no longer KOing opponents at realistic percentages without [[rage]].}}
**{{nerf|The uppercut sends at a lower angle (85° → 76°) and deals much less knockback (100 base/75 scaling → 82/55). While this improves its combo potential, it significantly reduces its KO power, no longer KOing opponents at realistic percentages without [[rage]].}}
**{{nerf|The uppercut has altered hitboxes, which are now attached to Falcon's body (startup: 7.0u → 6.0/5.5; ending: 7.0u → 4.5). This reduces its range.}}
**{{nerf|The uppercut has altered hitboxes, which are attached to Falcon's body (startup: 7.0u → 6.0/5.5; ending: 7.0u → 4.5). This reduces its range.}}
**{{change|The move has a slightly altered animation.}}
**{{change|The move has a slightly altered animation.}}
*[[Falcon Dive]]:
*[[Falcon Dive]]:
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**{{buff|The grounded version's clean hit deals more damage (13% → 15%), all of its hits have more knockback scaling (clean: 60 → 84; mid: 40 → 60; late: 60 → 65), and they launch at a much more horizontal angle (clean: 80° → 52°; mid: 68° → 52°; late: 50° → 46°). This increases its KO ability overall, with the clean hit remaining mostly the same from center stage save for its angle, which allows it to KO earlier near edges.}}
**{{buff|The grounded version's clean hit deals more damage (13% → 15%), all of its hits have more knockback scaling (clean: 60 → 84; mid: 40 → 60; late: 60 → 65), and they launch at a much more horizontal angle (clean: 80° → 52°; mid: 68° → 52°; late: 50° → 46°). This increases its KO ability overall, with the clean hit remaining mostly the same from center stage save for its angle, which allows it to KO earlier near edges.}}
**{{buff|Aerial Falcon Kick has much less landing lag (48 frames → 36), making it safer as a landing option.}}
**{{buff|Aerial Falcon Kick has much less landing lag (48 frames → 36), making it safer as a landing option.}}
**{{buff|The aerial version deals more knockback (clean: 40 base/60 scaling → 80/52; mid/late: 40 base/65 scaling → 80/46; landing: 20 scaling → 35). This improves the clean hit's KO potential (now KOing at around 150% from center stage) and makes the entire move safer on hit.}}
**{{buff|The aerial version deals more knockback (clean: 40 base/60 scaling → 80/52; mid/late: 40 base/65 scaling → 80/46; landing: 20 scaling → 35). This improves the clean hit's KO potential (KOing at around 150% from center stage) and makes the entire move safer on hit.}}
**{{buff|The aerial version's landing hit sends at a lower angle (80 → 60). This makes it harder to punish.}}
**{{buff|The aerial version's landing hit sends at a lower angle (80 → 60). This makes it harder to punish.}}
**{{nerf|The aerial version's mid and late hits deal less damage (mid: 13% → 12%; late: 11% → 9%). This worsens their KO potential despite their higher knockback.}}
**{{nerf|The aerial version's mid and late hits deal less damage (mid: 13% → 12%; late: 11% → 9%). This worsens their KO potential despite their higher knockback.}}
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**{{buff|Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.}}
**{{buff|Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.}}
**{{buff|Neutral aerial's later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).}}
**{{buff|Neutral aerial's later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).}}
**{{change|Neutral aerial's angle on all hits was increased (361 50). This increases its combo potential, but removes its ability to [[lock]].}}
**{{change|Neutral aerial's angle on all hits was changed (361° 50°). This increases its combo potential, but removes its ability to [[lock]].}}
**{{buff|Neutral aerial has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).}}
**{{buff|Neutral aerial has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).}}
**{{nerf|Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until the 180% range.}}
**{{nerf|Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until the 180% range.}}

Revision as of 14:17, February 18, 2020

This template contains the technical changelists for all veterans from Super Smash Bros. 4 in the transition to Super Smash Bros. Ultimate. If you're an autoconfirmed user, you can edit it and locate characters by using your browser's search function, but please be sure to verify all changes you add to the template via resources such as the games' scripts (which can be found here), and in-game testing if necessary.