Template:SSB4 to SSBU changelist: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
mNo edit summary
Line 8,565: Line 8,565:
<!--none of the throw data for back throw has been changed, do NOT add in that it is stronger, it isn't-->
<!--none of the throw data for back throw has been changed, do NOT add in that it is stronger, it isn't-->
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals more knockback (30 (base)/88 (scaling) → 50/108). While it is capable of KOing below 200%, it has less effective follow-up potential at mid percents and hinders the “checkmate” combo, and still does not KO earlier than back throw, even vertically.}}
**{{nerf|Down throw deals more knockback (30 base/88 scaling → 50/108). While it is capable of KOing below 200%, it has less effective follow-up potential at mid percents and hinders the “checkmate” combo, and still does not KO earlier than back throw, even vertically.}}


===Special moves===
===Special moves===
Line 8,577: Line 8,577:
**{{buff|Thunder deals more damage (4.5% → 5.5%).}}
**{{buff|Thunder deals more damage (4.5% → 5.5%).}}
**{{change|Elthunder has a bright yellow color.}}
**{{change|Elthunder has a bright yellow color.}}
**{{buff|Elthunder deals more damage (10.5% → 11%) and knockback, KOing earlier.}}
**{{buff|Elthunder deals more damage (10.5% → 11%) with knockback not compensated, KOing earlier.}}
**{{buff|Arcthunder deals significantly more damage (10% → 23.6%) and knockback, being a viable KO move.}}
**{{buff|Arcthunder deals significantly more damage (10% → 23.6%).}}
***{{buff|The final hit deals more drastically more damage (1% → 8%) with knockback not fully compensated (60 base/280 scaling → 85/85), improving its KO potential.}}
**{{nerf|Arcthunder keeps opponents in place for a much shorter time. As a result, Robin can no longer act fast enough to follow up with the trapping hits, unless the move connects at a distance where Robin can run beside the projectile.}}
**{{nerf|Arcthunder keeps opponents in place for a much shorter time. As a result, Robin can no longer act fast enough to follow up with the trapping hits, unless the move connects at a distance where Robin can run beside the projectile.}}
**{{buff|Thoron deals much more knockback, making it a powerful KO move at 105% or above.}}
**{{buff|Thoron deals much more knockback, making it a powerful KO move at 105% or above.}}
*[[Arcfire]]:
*[[Arcfire]]:
**{{buff|Arcfire's initial fireball has a longer duration (frames 17-50 → 17-77), traveling much farther before expiring.}}
**{{buff|Arcfire's initial fireball has a longer duration (frames 17-50 → 17-77), traveling much farther before expiring.}}
**{{buff|Arcfire deals more damage (10% → 15%).}}
**{{buff|Arcfire deals more damage if all hits connect (10% → 15.1%).}}
**{{buff|Arcfire is much harder to escape.}}
**{{buff|Arcfire is much harder to escape.}}
**{{buff|Arcfire's projectile is slightly bigger (1.6u → 1.8u).}}
**{{buff|Arcfire's projectile is slightly bigger (1.6u → 1.8u).}}

Revision as of 15:47, February 22, 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.