Template:SSB4 to SSBU changelist: Difference between revisions
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{{#switch: {{{char|Universal}}} | {{#switch: {{{char|Universal}}} | ||
|Mario====Aesthetics=== | |Mario====Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''Ultimate'', Mario's model features a more subdued color scheme. The fabric of his clothes feature subtle detailing, and his buttons are more glossy. Additionally, Mario has a slightly | *{{change|Due to the aesthetic used in ''Ultimate'', Mario's model features a more subdued color scheme. The fabric of his clothes feature subtle detailing, and his buttons are more glossy. Additionally, Mario has a slightly tanned skin tone. Altogether, these changes make him appear virtually identical to his appearance as of ''{{s|mariowiki|Super Mario Odyssey}}''.}} | ||
**{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''Super Mario Odyssey''. Cappy's eyes appear during his side taunt and, on occasion, [[Super Jump Punch]], but he otherwise has no effect on gameplay.}} | **{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''Super Mario Odyssey''. Cappy's eyes appear during his side taunt and, on occasion, [[Super Jump Punch]], but he otherwise has no effect on gameplay.}} | ||
*{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume.}} | *{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume.}} | ||
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**{{nerf|It has a shorter hitbox duration (frames 22-24 (grounded), 21-25 (aerial) → 15-17), and its total duration was not compensated for its faster startup, increasing its ending lag.}} | **{{nerf|It has a shorter hitbox duration (frames 22-24 (grounded), 21-25 (aerial) → 15-17), and its total duration was not compensated for its faster startup, increasing its ending lag.}} | ||
**{{nerf|The aerial version's sweetspot has less base knockback (80 → 70), no longer being stronger than the grounded version.}} | **{{nerf|The aerial version's sweetspot has less base knockback (80 → 70), no longer being stronger than the grounded version.}} | ||
*[[Pokémon Change]]: | *[[Pokémon Change]]: | ||
**{{buff|Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.}} | **{{buff|Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.}} | ||
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**{{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.}} | **{{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 extended and positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). | ***{{buff|However, the previous neutral infinite's hitbox is extended and 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.}} | ||
**{{change|The infinite has gained a [[shieldstun]] multiplier of 8×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Corrin more easily if they shield 10 hits or more.}} | |||
**{{nerf|The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.}} | |||
**{{nerf|The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.}} | |||
**{{buff|The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's. Combined with its increased base knockback, this makes it much safer on hit.}} | |||
*[[Forward tilt]]: | |||
**{{nerf|The move has a shorter hitbox duration (frames 8-10 → 8-9).}} | |||
**{{buff|The move launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This overall improves its KO power from center stage and especially near edges, making it much more consistent and no longer as vulnerable to [[LSI]].}} | |||
***{{nerf|However, it removes its situational juggling potential and hinders its KO power from across the stage.}} | |||
*[[Dash attack]]: | |||
**{{nerf|The move has one frame slower startup (frame 11 → 12).}} | |||
**{{buff|The move has less ending lag (FAF 56 → 50).}} | |||
**{{buff|The move has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23). The looping hits launch at a minimally lower angle (15° → 14°), have a lower hitlag multiplier (1× → 0.5x), and their innermost hitboxes have more set knockback (55/12 → 65/25). This allows it to connect more reliably and makes it harder to escape.}} | |||
*[[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 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)).}} | |||
***{{buff|This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.}} | |||
***{{nerf|However, this removes the late tip sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18).}} | |||
**{{buff|The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). This improves the sourspots' KO power, and compensates for the tip's lower damage while making the move safer at low percentages.}} | |||
**{{nerf|The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).}} | |||
**{{change|The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).}} | |||
**{{change|The move has gained a [[water]] effect on hit.}} | |||
*[[Up smash]]: | |||
**{{buff|The move has a longer hitbox duration (frames 13-15 → 13-17).}} | |||
**{{buff|The tip has more knockback scaling (86 → 91) and more vertical range (Y-stretch: 26-27 → 26-30), improving its KO potential and making it much easier to land.}} | |||
*[[Down smash]]: | |||
**{{buff|The move has less ending lag (FAF 54 → 49).}} | |||
**{{nerf|The back hit's tip sweetspot has lower knockback scaling (95 → 85).}} | |||
===Aerial attacks=== | |||
*{{buff|All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).}} | |||
*[[Neutral aerial]]: | |||
**{{buff|The move [[auto-cancel]]s earlier (frame 50 → 47).}} | |||
*[[Forward aerial]]: | |||
**{{nerf|The move has more startup lag (frame 7 → 9).}} | |||
***{{buff|However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.}} | |||
*[[Up aerial]]: | |||
**{{buff|The move auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a [[short hop]].}} | |||
*[[Down aerial]]: | |||
**{{buff|The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use [[weight-independent]] knockback, allowing them to connect more reliably.}} | |||
**{{nerf|Due to universal changes made to stall-then-fall down aerials, the move can no longer fully connect against targets at certain height, worsening its damage output.}} | |||
**{{change|The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.}} | |||
===Throws and other attacks=== | |||
*[[Grab]]s: | |||
**{{nerf|All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).}} | |||
**{{nerf|Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).}} | |||
**{{nerf|All grabs have slightly shorter range (standing: 4-8.9 Z-stretch → 4-8.7, dash: 4-10.7 Z-stretch → 4-10.3, pivot: 4-14.9 Z-stretch → 4-14.6).}} | |||
*[[Pummel]]: | |||
**{{change|Corrin has a new pummel, a knee strike.}} | |||
***{{nerf|It deals much less damage (3% → 1.3%).}} | |||
***{{buff|However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has less ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.}} | |||
*[[Forward throw]]: | |||
**{{nerf|Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to [[DI]].}} | |||
***{{buff|However, its total duration remains unchanged, reducing its ending lag.}} | |||
**{{nerf|The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.}} | |||
*{{change|Corrin's [[back throw|back]], [[up throw|up]] and [[down throw]]s release the opponent one frame faster (frame 14 → 13 (back, up), frame 28 → 27 (down)). However, their total durations remain unchanged, giving them one frame more ending lag.}} | |||
*[[Back throw]]: | |||
**{{nerf|Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack deals more damage (7% → 9%).}} | |||
===Special moves=== | |||
*[[Dragon Fang Shot]]: | |||
**{{buff|Due to the altered [[paralysis]] mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.}} | |||
**{{buff|A fully charged shot has less base knockback (50 → 40), but more knockback scaling (80 → 90), improving its KO potential.}} | |||
**{{buff|A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier.}} | |||
**{{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|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]]: | |||
**{{buff|Dragon Lunge's pin can 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|Manually canceling the pin also incurs less ending lag (FAF 15 → 13).}} | |||
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).}} | |||
**{{nerf|The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.}} | |||
**{{nerf|Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).}} | |||
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through [[shield]]ing opponents, especially if the opponent is heavier, making the kicks much easier to punish.}} | |||
**{{nerf|The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.}} | |||
**{{nerf|Pin canceling incurs 19 frames of landing lag.}} | |||
*[[Dragon Ascent]]: | |||
**{{change|The move is called '''Dragon Ascent''' across all English versions of the game, rather than '''Draconic Ascent''' in the NTSC version.}} | |||
**{{buff|The move grants more intangibility (frames 10-17 → 7-17).}} | |||
**{{buff|The last hit has more knockback scaling (155 → 170).}} | |||
**{{change|The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.}} | |||
**{{change|It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.}} | |||
*[[Counter Surge]]: | |||
**{{buff|Counter Surge has a longer [[counterattack]] window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.}} | |||
**{{nerf|Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.}} | |||
**{{nerf|It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.}} | |||
**{{nerf|It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.}} | |||
|Bayonetta====Aesthetics=== | |||
*{{change|Bayonetta's appearance is largely the same as it was in ''SSB4'', though her model features a more subdued color scheme. Her hair and clothes feature greater detailing and appear less glossy.}} | |||
*{{change|Bayonetta's [[alternate costume]]s have been re-ordered; her original outfit now occupies her even-numbered costumes instead of the second half, similar to {{SSBU|Cloud}}.}} | |||
*{{change|Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.}} | |||
*{{change|While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her [[Screen KO]], a wink in one of her victory animations, and during certain moves such as up tilt.}} | |||
*{{change|The excess hair tendrils hanging from her outfits have more individual physics.}} | |||
*{{change|Bayonetta's taunts are sped up.}} | |||
*{{change|When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in ''Smash 4'', it only showed for a brief moment.}} | |||
*{{change|As with all previous downloadable fighters in ''SSB4'', Bayonetta now has a unique [[Palutena's Guidance]] conversation.}} | |||
===Attributes=== | |||
*{{buff|Like all characters, Bayonetta's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}} | |||
*{{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 [[walk]]s slightly faster (0.9 → 0.945).}} | |||
*{{buff|Bayonetta's [[air speed]] is faster (0.97 → 1.019).}} | |||
*{{buff|Bayonetta's [[traction]] is much higher (0.055 → 0.11).}} | |||
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).}} | |||
*{{nerf|Forward roll grants less [[intangibility]] (frames 6-19 → 6-15).}} | |||
*{{buff|Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).}} | |||
*{{nerf|Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).}} | |||
*{{buff|[[Spot dodge]] has less ending lag (FAF 30 → 26).}} | |||
*{{nerf|Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).}} | |||
*{{buff|[[Air dodge]] grants more intangibility (frames 5-27 → 5-31).}} | |||
*{{nerf|Air dodge has more ending lag (FAF 37 → 46).}} | |||
*{{buff|With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing [[helplessness]] by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.}} | |||
**{{nerf|Bat Within cannot have its direction altered, instead always going straight down. If Bayonetta is hit offstage and attempts to recover with a directional air dodge, and Bat Within activates, this could cause her to self-destruct.}} | |||
*{{nerf|Much like other characters, Bayonetta's [[wall jump]] covers significantly less distance, making her more frail while offstage.}} | |||
*{{nerf|Bullet Arts' range has been significantly reduced on all of her moves.}} | |||
*{{bugfix|Bullet Arts are no longer susceptible to Stun Jacket.}} | |||
===Ground attacks=== | |||
*[[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 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 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).}} | |||
**{{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|The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).}} | |||
**{{change|The rapid jab has gained a [[shieldstun]] multiplier of 15×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Bayonetta more easily if they shield 10 hits or more.}} | |||
*[[Forward tilt]]: | |||
**{{buff|The first and second hit have altered angles (hit 1: 60°/45°/75°/80°/45° → 58°/45°/70°/70°/50°, hit 2: 43°/75° → 48°/62°) and knockback (hit 1: 62/50/45/60/56 base, 25/15/25/15/25 scaling → 55/45/50/35/60, 15; hit 2: 60/58 base → 42/46), allowing them to connect more reliably.}} | |||
**{{nerf|The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback scaling mostly compensated (60 → 68).}} | |||
*[[Up tilt]]: | |||
**{{buff|The first hit's grounded hitbox launches opponents into the second hit rather than away from Bayonetta (68° → 123°), and has altered knockback (80 base/40 scaling → 100/10) allowing it to connect more consistently.}} | |||
**{{nerf|The move has more startup (frame 7 → 9 (hit 1), 11 → 15 (hit 2)) and more ending lag (FAF 27 → 32), and the second hit has a shorter hitbox duration (frames 11-12 → frame 15), hindering the move's combo potential despite the second hit having decreased base knockback (60 → 55).}} | |||
**{{nerf|The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.}} | |||
**{{nerf|The first hit's aerial hitbox connects worse into the second hit due to its lower angle (110° → 123°), despite having altered knockback (80 base/40 scaling → 90/10).}} | |||
*[[Down tilt]]: | |||
**{{nerf|The move has more ending lag (FAF 27 → 29), hindering its combo potential.}} | |||
**{{nerf|The move deals less damage (6%/7% → 5%/6%). While its knockback scaling was not fully compensated (50 → 55), its combo potential remains worse due to its increased ending lag.}} | |||
*[[Dash attack]]: | |||
**{{buff|The move has less ending lag (FAF 47 → 43).}} | |||
**{{buff|It deals more knockback (85 base/55 scaling → 78/71 (clean), 80/65 (late)).}} | |||
**{{buff|It has a larger hitbox (4.2u → 5u (clean), 4.5u (late)).}} | |||
*[[Smash attack]]s: | |||
**{{buff|All Wicked Weave hitboxes have been split into ground-only and aerial-only hitboxes, with the latter possessing [[transcendent priority]]. This prevents them from getting canceled out by aerial attacks.}} | |||
**{{nerf|They have a lower maximum damage multiplier (1.4× → 1.2×).}} | |||
**{{nerf|They have 8 additional frames of ending lag if they hit a shield.}} | |||
*[[Forward smash]]: | |||
**{{buff|The move has less startup (frame 19 → 17).}} | |||
***{{nerf|However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.}} | |||
**{{buff|Forward smash can be [[Angling|angled]]. Despite this, all angles still have a blindspot directly in front of her.}} | |||
*[[Down smash]]: | |||
**{{buff|The second hit has a longer hitbox duration (frames 25-27 → 25-28).}} | |||
**{{nerf|The second hit's meteor smash hitbox has less knockback scaling (90 → 80).}} | |||
===Aerial attacks=== | |||
*{{buff|Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 → 10 (back), 12 → 8 (up)).}} | |||
*{{nerf|All aerials except down aerial have more landing lag if their Bullet Arts extensions are used (10 frames → 18 (neutral), 12 → 18 (forward), 12 → 16 (back, up)). This worsens Bayonetta's pressure ability with her neutral and up aerials.}} | |||
*[[Neutral aerial]]: | |||
**{{nerf|The move deals drastically less knockback (40 base/100 scaling → 65/60 (clean), 40/90 → 65/50 (late)), no longer KOing under 300% from the center of most stages. While this allows it to combo for longer, it most significantly hinders Bayonetta's KO ability at high percents.}} | |||
**{{nerf|The Bullet Arts extension deals less damage (4.5% → 3%) and knockback (50 base/100 scaling → 60/85).}} | |||
*[[Forward aerial]]: | |||
**{{buff|All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)).}} | |||
**{{nerf|All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into [[After Burner Kick]] or [[Witch Twist]], or being used repeatedly to drag opponents offstage, significantly weakening its utility.}} | |||
**{{nerf|The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).}} | |||
**{{nerf|The first hit [[auto-cancel]]s later (frame 28 → 30).}} | |||
**{{change|The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a [[ladder combo]].}} | |||
*[[Back aerial]]: | |||
**{{nerf|The move has more ending lag (FAF 30 → 35).}} | |||
**{{nerf|Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u), with the sweetspot no longer being disjointed and extending over Bayonetta's foot.}} | |||
*[[Up aerial]]: | |||
**{{nerf|The move deals less damage (9% → 7.5%), its knockback scaling has been reduced (90 → 80), and it launches at a more horizontal angle (75° → 55°). While this allows it to combo into back aerial and [[After Burner Kick]], it hinders its combo potential into most other moves at higher percents, and renders it vulnerable to [[LSI]]. These nerfs significantly hinder its KO ability, no longer KOing vertically from a ladder combo until much higher percents, unless it is initiated very close to the top blast line.}} | |||
**{{nerf|The Bullet Arts extension deals less damage (4% → 3%).}} | |||
*[[Down aerial]]: | |||
**{{buff|The move deals [[set knockback]] to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.}} | |||
***{{nerf|However, this gives the meteor smash hitboxes a random chance to [[trip]] opponents of {{SSBU|Samus}}'s weight and above, as they do not cause them to [[tumble]], making it unable to lead into the landing hit.}}<ref>https://twitter.com/rei_ssb/status/1150138138259410944</ref> | |||
**{{nerf|It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a [[meteor smash]] at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.}} | |||
**{{nerf|It has more ending lag (FAF 48 → 53), making it harder to use offstage without [[self-destruct]]ing.}} | |||
**{{nerf|It has more landing lag (28 frames → 30).}} | |||
**{{nerf|As aerial [[footstool]]s are techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.}} | |||
**{{change|It no longer deals [[weight-independent]] knockback, making it weaker against heavier opponents, but stronger against lighter ones.}} | |||
===Throws and other attacks=== | |||
*[[Grab]]s: | |||
**{{buff|All grabs have more range (Z2 offset: 8.7u → 9.2u (standing), 10.6u → 10.9u (dash), -14.7u → -15.5u (pivot)).}} | |||
**{{nerf|All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).}} | |||
**{{nerf|Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}} | |||
**{{change|Bayonetta's hand grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.}} | |||
*[[Pummel]]: | |||
**{{nerf|It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).}} | |||
**{{buff|It deals more [[hitlag]] per hit (4 frames → 10), but has significantly less startup (frame 7, 14 → 1, 4) and ending lag (FAF 22 → 7). This overall shortens its duration and increases the amount of times Bayonetta can pummel the opponent before throwing them or before they break out.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack deals more damage (7% → 9%).}} | |||
===Special moves=== | |||
*[[Bullet Climax]]: | |||
**{{buff|The move's bullets have more range.}} | |||
**{{buff|Fully charged bullets deal more knockback (20 base/150 scaling → 15/190).}} | |||
**{{nerf|The move has more ending lag (FAF 71 → 76).}} | |||
**{{nerf|The move needs to be fully charged before it can be [[charge-cancel]]ed.}} | |||
**{{nerf|It can only be held for up to one second upon reaching full charge.}} | |||
**{{nerf|The bullets have received negative [[shield damage]] (0 → -0.3 (uncharged), -0.6 (charged)).}} | |||
*{{change|Heel Slide and After Burner Kick have lower hitlag multipliers (Heel Slide: 1.2× → 0.9× (hit 1), 1× (hit 2); After Burner Kick: 2× → 1.4× (up), 1.5× → 1.2× (down)), although this is offset by the universal increase to [[hitlag]], except in battles with more than two players.}} | |||
*[[Heel Slide]]: | |||
**{{buff|The second hit comes out faster (frame 54 → 51).}} | |||
**{{buff|It has less ending lag (FAF 78 → 73).}} | |||
**{{nerf|All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).}} | |||
**{{nerf|It has an increased SDI multiplier (1× → 1.3×).}} | |||
**{{nerf|The second hit cannot be performed if the first hit is [[shield]]ed. Combined with the changes to [[jostle]] mechanics preventing the move from [[cross-up|crossing up]] shields, this makes it much easier to punish.}} | |||
**{{nerf|The second hit has a shorter hitbox duration (frames 54-59 → 51-55).}} | |||
*[[After Burner Kick]]: | |||
**{{nerf|The normal version travels on a more horizontal angle and gains less vertical height, worsening her recovery.}} | |||
**{{nerf|Both variations bounce farther away when hitting a wall, sometimes not snapping the ledge afterwards, requiring the use of a directional air dodge to grab the ledge.}} | |||
**{{nerf|Upon hitting an opponent with After Burner Kick, the second one can only be used within a one-second window afterwards, hindering its mixup potential.}} | |||
***{{nerf|Additionally, it cannot be used altogether if the first one is shielded.}} | |||
**{{change|The downwards version can be inputted by pressing down during the first five frames of After Burner Kick.}} | |||
**{{buff|The downwards version launches grounded opponents at a higher angle (60° → 80°), much like in ''Smash 4'' before update [[1.1.6]], allowing it to be a reliable combo starter once again.}} | |||
**{{nerf|The downwards version can no longer be auto-canceled.}} | |||
**{{nerf|The downwards version has a higher SDI multiplier (2× → 2.5×).}} | |||
*[[Witch Twist]]: | |||
**{{buff|The move's looping hits have a lower hitlag multiplier (1.3× → 0.8×), and the first hit can no longer be SDIed, making it harder to escape.}} | |||
**{{buff|One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).}} | |||
**{{nerf|The move has more startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an [[out of shield]] option and followup.}} | |||
**{{nerf|It gains less vertical height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.}} | |||
**{{nerf|It takes much longer to [[edge sweetspot|sweetspot edges]] from the front (frame 11 → 27), and can no longer sweetspot them from behind.}} | |||
**{{nerf|The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as {{SSBU|Pichu}}.}} | |||
***{{buff|However, since {{SSBU|3.1.0}}, it received a new smaller hitbox on Bayonetta's body to help it connect into the rest of the multi-hits more consistently.}} | |||
*[[Witch Time]]: | |||
**{{nerf|The move has more startup (frame 5 → 8).}} | |||
***{{buff|However, its counter window is slightly longer (frames 5-21 → 8-27), no longer being the shortest, with Bat Within's window taking place later (frames 18-29 → 24-35). It also grants more [[intangibility]] (frames 5-16 → 8-23).}} | |||
**{{nerf|It has significantly more ending lag (FAF 50 → 67).}} | |||
***{{nerf|It also takes significantly longer for Bayonetta to act out of the move after its activation (frame 15 → 40 (normal), 50 (Bat Within)).}} | |||
**{{nerf|The minimum duration has been lowered (30 → 22).}} | |||
**{{nerf|Bat Within's minimum duration has been lowered to 12 frames.}} | |||
**{{buff|Its duration scaling is higher (10 → 30), meaning its duration increases by 30 frames for every 100% the opponent takes, rather than by 10 frames. This allows it to reach its maximum duration faster (600% → 500% fresh).}} | |||
***{{nerf|However, its base duration has been halved (180 frames → 90). This causes a 300% Witch Time to be equivalent to a 0% Witch Time in ''Smash 4'', and drastically reduces its utility, no longer being effective at any percent range even against uncharged smash attacks.}}<ref>https://twitter.com/KuroganeHammer/status/1070184131655434240</ref> | |||
**{{buff|It has less penalty frames per use (75 → 60).}} | |||
**{{nerf|Its regeneration per frame is slower (0.06 → 0.04).}} | |||
**{{buff|The slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.}}<ref>https://twitter.com/Meshima_/status/1079106885830074368</ref> | |||
**{{change|The screen turns dark whenever someone is affected by Witch Time.}} | |||
**{{change|The Bat Within portion always takes away 30 frames from the duration, as opposed to reducing the length to 2/3 in ''Smash 4''. This makes the Bat Within portion longer if Witch Time would be above 30 frames, but less if at or below 30.}} | |||
*[[Infernal Climax]]: | |||
**{{change|When Witch Time is activated, opponents move a little faster. This makes it easier to dodge her attacks but effectively reduces intangibility for every consecutive dodges during the Final Smash.}} | |||
**{{nerf|Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).}} | |||
***{{buff|However, when the Final Smash ends, opponents take an additional 10% damage.}} | |||
**{{nerf|The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.}} | |||
**{{change|Each succesful input to fill the Climax Gauge uses a distinct sound effect from the ''Bayonetta'' games.}} | |||
===[[Bayonetta recovery frames|Recovery frames]]=== | |||
*{{buff|Witch Twist has less landing lag (19 → 18).}} | |||
*{{buff|After Burner Kick has less landing lag (20 → 18).}} | |||
*{{buff|Witch Twist to After Burner Kick has less landing lag (25 → 22).}} | |||
*{{nerf|Downwards After Burner Kick has much more landing lag if it connects (20 → 30).}} | |||
*{{nerf|After Burner Kick to Downwards After Burner Kick, and DABK to DABK has much more landing lag (30 → 40). ABK to DABK still has 30 frames of landing lag.}} | |||
*{{nerf|Whiffed Downwards After Burner Kick can no longer autocancel, and it has 20 frames of landing lag.}} | |||
*{{nerf|Bayonetta gains recovery frames for air dodging after Witch Twist (18 → 22) and combinations that would give her 28 frames of landing lag (28 → 38).}} | |||
*{{buff|Several combinations of moves give her less landing lag (30 → 28, 43 → 38).}} | |||
*{{nerf|Down aerial adds ten frames of landing lag to combinations that give Bayonetta 28 (32 in ''Smash 4'') frames of landing lag (32 → 38). This removes her ability to bypass landing lag with this move.}} | |||
*{{nerf|Using an upwards directional air dodge after using Witch Twist increases the landing lag she would receive (19 → 25).}} | |||
*{{nerf|Downwards After Burner Kick's landing hitbox has 50 recovery frames after any combo minus Witch Twist to DABK and DABK alone. This increases the maximum landing lag Bayonetta can receive (43 → 50).}} | |||
|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 [[SW:AUTO|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 [https://rubendal.github.io/Sm4sh-Calculator/scripts.html found] [https://rubendal.github.io/ssbu/#/Character here]), and in-game testing if necessary. | |||
}} |
Revision as of 12:53, May 13, 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.