Template:SSB4 to SSBU changelist: Difference between revisions
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*[[Final Smash]]: | *[[Final Smash]]: | ||
**{{change|Lucario's Final Smash has been reverted to [[Aura Storm]]. It now Mega Evolves into [[Mega Lucario]] before performing the attack.}} | **{{change|Lucario's Final Smash has been reverted to [[Aura Storm]]. It now Mega Evolves into [[Mega Lucario]] before performing the attack.}} | ||
**{{buff|Compared to Aura Storm in ''Brawl'', the beam fired is much wider, improving the move's horizontal reach. | ***{{buff|Compared to Aura Storm in ''Brawl'', the beam fired is much wider, improving the move's horizontal reach.} | ||
**{{bugfix|As a result, the [[undead glitch]] on the [[Stamina Mode]], and results screen glitch on the [[Time|timed]] [[team battle]] have been removed.}} | ***{{bugfix|As a result, the [[undead glitch]] on the [[Stamina Mode]], and results screen glitch on the [[Time|timed]] [[team battle]] have been removed.}} | ||
***{{change|Lucario only vocalizes at the startup of Aura Storm, as opposed to both the startup and the move itself like in ''Brawl''.}} | |||
|R.O.B.====Aesthetics=== | |R.O.B.====Aesthetics=== |
Revision as of 21:04, June 1, 2020
{{#switch: Universal |Mario====Aesthetics===
- Due to the aesthetic used in Ultimate, Mario's model features a more subdued color scheme, and he has a slightly darker skin tone. His eyes and clothing feature greater detailing, and his buttons have a more polished finish. Altogether, these changes make him appear virtually identical to his appearance as of Super Mario Odyssey.
- Mario's standard cap has been replaced by Cappy from Super Mario Odyssey.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.
- Mario's Builder outfit from the 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 Fire Mario costume.
- Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front. This has translated into his moveset, with many of his moves having tweaked animations.
- Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
- Walking, air dodge, helpless, skidding, and ledge-hanging animations have changed. Additionally, Mario now faces the screen instead of away while sleeping.
- Mario's mustache has independent physics, as it moves during certain animations.
- Mario's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
- Mario has two new taunts: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts.
- Mario performs his down taunt much faster.
- Mario's right-inputted victory pose has been slightly altered; he jumps much higher, spins around only once, and has a more joyful expression after landing on the ground.
Attributes
- Like all characters, Mario's jumpsquat animation takes 3 frames to complete (down from 5).
- Mario walks slightly faster (1.1 → 1.155).
- Mario runs faster (1.6 → 1.76).
- Mario's initial dash is significantly faster (1.6 → 1.936).
- Mario's air speed is faster (1.15 → 1.208).
- Mario's traction is much higher (0.045 → 0.102), allowing him to punish out of shield more easily.
- Mario's gravity is slightly lower (0.08715 → 0.087).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
Ground attacks
- Neutral attack:
- Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).
- The first two hits transition into the subsequent hits faster (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).
- The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
- However, its total duration remains unchanged, giving it more ending lag.
- The third hit has increased base knockback (45 → 60).
- All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- The first two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).
- The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
- The first two hits no longer use set knockback (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)) and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). This improves its locking ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.
- Forward tilt:
- Forward tilt has a longer duration (5-6 → 5-7).
- It has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
- It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential unless the opponent is close to the edge.
- Up tilt:
- Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
- Its animation has been reversed, with Mario spinning towards the screen instead of away from it.
- Down tilt:
- Down tilt's sweetspot takes priority over the sourspot.
- The sweetspot is slightly smaller (3.5u → 3.2u).
- Its animation has been reversed, with Mario spinning towards the screen instead of away from it.
- Dash attack:
- Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
- It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- The clean hit launches at a lower angle (60° → 50°), allowing it to KO more effectively near edges.
- The late hit has a slightly bigger hitbox (2.6u → 2.7u).
- It has a different animation where Mario's head is positioned higher, his legs extend farther from him and during the ending lag (before it's interruptible), he gets up instead of staying sit. Because of this, the new animation doesn't lower Mario's hurtbox as much, preventing him from sliding under certain attacks, and making him easier to hit both horizontally and vertically.
- The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30) and preventing it from stage spiking opponents below edges.
- It has a higher hitlag multiplier (1× → 1.25×).
- Forward smash:
- Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), slightly increasing it overall.
- The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100). Combined with the increased damage, this slighty improves its KO potential.
- Up smash:
- Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.
- Down smash:
- Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the break dance Mario performs on the cover of Dance Dance Revolution: Mario Mix.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).
- Neutral aerial:
- Neutral aerial auto-cancels later (frame 34 → 39), although it still auto-cancels in a short hop.
- The hitbox on the late hit is slightly smaller (3u → 2.8u).
- Forward aerial:
- The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
- It has a different animation, with Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
- Up aerial:
- Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.
- It auto-cancels earlier (frame 18 → 17).
- Its hitboxes have a shorter duration (frames 4-8 → 4-7).
- Down aerial:
- Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
- However, its total duration remains unchanged, giving it more ending lag.
- The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.
- The looping hits are weight-independent, and no longer use set knockback, instead having more base knockback with minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling). This allows for all hits to connect more reliably, preventing opponents from air dodging the last hit.
- It can no longer be frame canceled.
- The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).
- The final hit has an altered animation, and the vortex emitted around Mario is larger.
- Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.25% → 1.3%).
- It has a slightly different animation: when Mario hits with the headbutt, he holds the opponent still with one hand instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
- All of Mario's throws have been altered with more forceful animations. For example, when he launches the opponent away in all of his throws, his arms move more exaggeratedly.
- The speed of Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Forward throw:
- Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.
- Its animation has been altered, with Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more forcefully and exaggerately.
- Back throw:
- It has an altered animation before the throw: Mario no longer briefly lets go of the opponent before swinging them. Instead, to make the opponent fall, he lifts them by the feet and positions their legs closer to his chest, and then he swings the oppponent before throwing them away. This altered animation more closely represents a real-life giant swing.
- Up throw:
- Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
- It has a different animation where Mario faces horizontally rather than towards the screen and holds the opponent by the chest instead of lifting them on their back before throwing, more closely resembling the Upward Cap Throw from Super Mario Odyssey.
- Down throw:
- Down throw can no longer combo into up tilt except against certain large or tall characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.
- Mario no longer performs a front flip after throwing the opponent. He also slams the opponent more forcefully and with a single arm instead of two.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Fireball:
- Fireball has less ending lag (FAF 53 → 50), improving its safety.
- It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u), with the early hit's hitboxes matching his younger brother's Fireballs.
- It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.
- It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
- Mario no longer opens his mouth when using Fireball on the ground.
- Cape:
- Cape no longer gives the opponent super armor on hit.
- The reflective hitbox has more startup with a shorter duration (frame 6-20 → 9-20), although it will start two frames earlier (frame 7) if a projectile is very close to Mario at the time. This slightly reduces its safety.
- In the same circumstances, the offensive hitbox will also come out two frames earlier, reducing its startup lag and allowing it to hit on frame 10.
- It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.
- It has a new animation where Mario wears the Cape around his neck while using it, akin to its appearance in Super Mario World.
- Super Jump Punch:
- Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).
- The looping hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.
- It sweetspots edges later (frame 10 → 13).
- Due to rage being changed to not affect set knockback, the linking hits can no longer KO off the top blast line as easily, removing Mario's low percent KO setups.
- The second through sixth hits deal less damage (1% → 0.6%), causing the move to deal less damage overall (13% → 11.5%).
- Its hitboxes are much smaller, especially on the first hit (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).
- The final hit has slightly less base knockback (52 → 50).
- The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
- Occasionally, the coins produced from Super Jump Punch will appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs.
- Additionally, the Metro Kingdom coins have an altered sound originating from the regional coins collected in Super Mario Odyssey.
- Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.
- F.L.U.D.D.:
- F.L.U.D.D. has more range and less ending lag (FAF 75 → 68).
- It has increased set knockback (50 → 70).
- It can be charge-canceled by jumping or spot dodging.
- It has an altered charging animation.
- Mario Finale:
- At the start of Mario Finale, nearby opponents will be slowed down more, and for longer.
- Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.
- Mario sports an angrier expression than in previous games when unleashing the move.
- Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball weaker early during the Final Smash, but the back fireball stronger later during it.
|Donkey Kong====Aesthetics===
- Due to the aesthetic used in Ultimate, Donkey Kong's model features a more subdued color scheme. His fur is less detailed and appears flatter, while his tie features subtle detailing. His facial proportions have been tweaked, with his nose specifically being updated to match its appearance in Mario Party 10 onwards.
- Donkey Kong faces the foreground at an angle, instead of facing directly forward. In addition, he now faces the screen regardless of whether he's facing left or right, resulting in all of his animations being mirrored and many of them being tweaked.
- Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games. For example, he scowls during multiple attacks, he also appears furious when he fully charged the Giant Punch, with his face turning red and veins being visible.
- Up taunt has a new animation where he moves his body much less, more closely resembling how real-life gorillas beat their chests.
- Ledge-hanging animation has changed.
- Two of Donkey Kong's victory poses have been tweaked:
- His up-inputted victory pose now has him look at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.
- His right-inputted victory pose has him strike a different pose while maintaining an angrier expression.
Attributes
- Like all characters, Donkey Kong's jumpsquat animation takes 3 frames to complete (down from 6).
- Donkey Kong is heavier (122 → 127). However, he is no longer the second heaviest character in the game (claimed by King K. Rool) but instead tied with King Dedede for the third heaviest. Nevertheless, this noticeably improves his survivability.
- Donkey Kong walks slightly faster (1.3 → 1.365).
- Donkey Kong runs faster (1.7031 → 1.873).
- Donkey Kong's initial dash speed is much faster (1.6 → 2.09).
- Donkey Kong's air speed is slightly higher (1.15 → 1.208).
- Donkey Kong's traction is much higher (0.0529 → 0.123).
- Donkey Kong's gravity is slightly lower (0.08505 → 0.085).
- Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
- Back roll has has more startup (frame 4 → 5) and ending lag (FAF 30 → 36).
- Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
- Spot dodge grants less intangibility (frames 4-19 → 3-17).
- Air dodge grant more intangibility (frames 4-29 → 4-32).
- Air dodge has significantly more ending lag (FAF 35 → 49).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 11 → 8).
- The second hit comes out faster (frame 6 → 4), which alongside the previous change allows it to connect better from the first hit.
- However, its total duration remains unchanged, giving it more ending lag.
- Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit deals less knockback (0/35/45 base/100/25/25 scaling → 25/20/20 base/35/20/20 scaling) and its outermost hitbox launches opponents closer to Donkey Kong (110° → 180°), allowing it to connect better, but hindering its jab cancel setups.
- Forward tilt:
- The move has less startup (frame 8 → 6) and ending lag (FAF 38 → 35).
- Its hitboxes are larger (4.5u/5u/3.2u → 5.5u/5u/3.5u).
- It deals less damage when angled up (11% → 9%) and not angled (10% → 8%).
- It grants much less intangibility on Donkey Kong's arm (frames 7-11 (up), 1-25 (forward, down) → 6-9 (all)), being in line with the duration of the hitboxes.
- For all angles, it has higher base knockback, but lower knockback scaling (10 base/100 scaling → 50/78). This makes it much safer on hit at low percents, but weakens its KO potential.
- It has an altered animation where Donkey Kong keeps his other arm planted on the ground rather than it twisting with the rest of his body.
- Up tilt:
- The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.
- The sweetspot is on the hand instead of the shoulder, making it easier to land overall.
- Down tilt:
- The move has less startup lag (frame 7 → 6).
- The hitbox duration is shorter (3 frames → 2 frames).
- It has more ending lag (FAF 23 → 25).
- It grants much less intangibility on Donkey Kong's arm (frames 1-9 → 5-7), being more in line with the duration of the hitboxes.
- The hitboxes on Donkey Kong's arm deal less damage (7% → 6%), matching the sourspot.
- However, their knockback was not compensated, allowing them to trip opponents for longer.
- Dash attack:
- The move has less ending lag (FAF 42 → 35).
- It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback scaling compensated (53 → 46 (clean), 65 → 60 (late)).
- Its hitboxes are larger (6u → 7u (clean), 4u → 5.5u (late)) and further out (Z offset: 7 (clean)/4.2 (late) → 8/5.2), improving its range.
- It deals more hitlag (1x → 1.25x), making it easier to DI.
- Forward smash:
- The move deals more damage (20%/19% → 22%/21%) without proper compensation on knockback (30/25 base/91 scaling → 21/18 base/88/86 scaling), improving its KO power.
- Its animation has been altered: Donkey Kong no longer brings his arms behind him as much when charging the move, doing so before releasing the move.
- Up smash:
- The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.
- Up smash's hand hitbox is higher up (Y offset: 26 → 28) and the arm hitbox is lower down (Y offset: 20 → 18) and extends further outwards (Z offset: -3—3 → -5—5). This improves the move's range above and next to Donkey Kong, allowing it to hit larger fighters on the ground.
Aerial attacks
- All aerials have less landing lag (17 frames → 11 (neutral), 29 → 17 (forward), 18 → 11 (back), 25 → 15 (up), 24 → 14 (down)).
- The removal of teching for grounded meteor smashes improves the combo potential of Donkey Kong's forward and down aerials onstage, compounded further by their reduced landing lag.
- Neutral aerial:
- It deals more damage (11% → 12% (clean), 8% → 9% (late)) with no compensation on knockback, improving its KO potential.
- It has larger hitboxes (5u/4u → 5u/5u/5.7u), and the clean hit has received an additional hitbox during its first active frame that is placed further vertically (Y offset: 8u) and horizontally (Z offset: 15u), greatly improving the move's range.
- Forward aerial:
- The late hit lasts one frame longer (frames 21-22 → 21-23), allowing it to reach farther below Donkey Kong.
- It has a slightly altered animation, with Donkey Kong spinning at an angle after performing a downwards punch. This new animation is longer (55 frames → 62) increasing the amount of time DK cannot grab the ledge after using it, although its interruptibility and late auto-cancel window were compensated.
- Up aerial:
- The move grants less intangibility on Donkey Kong's head (frames 1-10 → 5-10), being more in line with the duration of the hitboxes.
- The move has an altered animation where Donkey Kong doesn't bring his head as far backwards as before, reducing its coverage behind him.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 31 → 39 (standing), 39 → 47 (dash), 37 → 42 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 10 → 11 (dash), 11 → 12 (pivot)).
- Dash and pivot grab have less range (Z2 offset: 17 → 15.9 (dash), -24.5 → -21.5 (pivot)).
- Pummel:
- Pummel deals less damage (2.1% → 1.6%).
- It has much less startup (frame 9 → 2) and ending lag (FAF 16 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.
- Relative to the rest of the cast, Donkey Kong's pummel is among the slowest but most damaging, rather than average on both accounts.
- Its animation has been slightly changed. Donkey Kong chops the opponent's body rather than their head.
- Donkey Kong's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Forward throw (cargo throw):
- Cargo throw involves Donkey Kong hauling the opponent over his shoulder, similarly to his grandfather in the Donkey Kong arcade game and his own carrying animation in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze.
- Cargo forward throw:
- The move deals more damage (10% → 12%) without proper compensation on knockback (80 base/50 scaling → 90/46), slightly improving its KO potential.
- Cargo back throw:
- Donkey Kong has a new cargo back throw: he holds the opponent with both hands by the legs and hurls them behind himself. This new throw deals more damage (12% → 13%) and knockback (70 base/50 scaling → 85/52), improving its KO potential to the point it can KO middleweights under 150% in the air.
- Cargo up throw:
- The move deals more damage (10% → 12%).
- The move has increased knockback (58 base/52 scaling → 65/53). While this slightly improves its combo potential at low to mid-percentages due to Donkey Kong's faster jumpsquat, it also limits its combo potential into only up aerial. It also noticeably worsens its combo potential past mid-percentages, no longer leading into guaranteed KOs off the top blast line except if initiated on platforms.
- However, this grants the move KO potential, especially when combined with a jump.
- Cargo down throw:
- Donkey Kong has a new cargo down throw: he performs a bearhug instead of throwing the opponent downward.
- This new throw deals more damage (7% → 11%).
- It grants Donkey Kong a slight boost upwards if used in the air, giving it more offstage utility.
- It has altered knockback (50 base/80 scaling → 70/45). Combined with its upward boost, this makes it safer to use at low percentages and keeps its KO potential at high ones if used offstage, but removes its ability to chain grab opponents on moving platforms (such as Smashville's) or against walls, while still lacking KO ability if not used offstage.
- Down throw:
- Down throw releases the opponent earlier (frame 24 → 19), with its total duration reduced as well (FAF 60 → 55), making it harder to DI in time.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Giant Punch:
- The move has less lag when charge-canceled by shielding (8 frames → 4), making it safer to charge. It can also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.
- However, this lag applies to rolls out of the move as well, instead of them being immediate, making it riskier to charge-cancel by rolling.
- It no longer causes helplessness when used in the air, much like in Smash 64.
- The move reaches its full charge much faster (frame 154 → 121).
- The move gains damage at a different rate (2% per 14 frames → 1% per 6.77 frames). This makes it closer to other chargeable moves.
- Uncharged Giant Punch deals less knockback (15 base/100 scaling → 45/70). This makes it weaker than the fully charged version regardless of charge.
- Fully charged Giant Punch deals more knockback that is consistent throughout (10 base/80/50 scaling → 35/73), making it stronger than the almost fully charged version.
- Fully charged Giant Punch's mid-arm hitbox is larger (5u → 6.5u).
- The move no longer has a hitbox that hits behind Donkey Kong, removing its situational ability to KO off the top blast line.
- Donkey Kong charges Giant Punch with either arm due to his mirrored animation. Previously, it was charged with his right arm in Smash 64 and his left arm in the other games.
- Donkey Kong charges up Giant Punch with more circular arm motions, and trails of electricity appear on Donkey Kong's arm and fist during the charge up and punch of the move (reminiscent of Lightning Punch, one of his custom moves in Smash 4). Additionally, he makes an angry expression when he gets a full charge (including maintaining the expression throughout other animations after its charge), and he winds up faster the closer the move is to being fully charged. He also has an altered pose upon using the punch.
- Fully charged Giant Punch triggers the Special Zoom upon hitting an opponent.
- The move has less lag when charge-canceled by shielding (8 frames → 4), making it safer to charge. It can also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.
- Headbutt:
- The move has super armor on frames 5-14.
- It has one frame less ending lag (FAF 64 → 63).
- Spinning Kong:
- The move's loop hits connect more reliably, especially for the aerial version, which uses the autolink angle (20°/180°/180° → 366°). The grounded version's loop hits hold the opponent in place rather than knocking them back and forth.
- The move has less landing lag (40 frames → 38).
- The grounded version's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).
- The grounded version's last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.
- The aerial version has a final hit that launches opponents away with more knockback (0 base/100 scaling → 72/80), improving its utility.
- The grounded version has more ending lag (FAF 93 → 105).
- Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.
- The aerial version no longer grants intangibility on frames 3-6 upon startup.
- Donkey Kong glints and strikes a pose upon ending a grounded Spinning Kong, doing another spin before coming to a full stop.
- The aerial version travels a shorter distance horizontally, but also goes slightly higher overall.
- The aerial version has a shorter duration due to its animation being sped up (94 frames → 54).
- Unlike Grounded Spinning Kong, the aerial version no longer produces a visual "blue ring" effect upon startup.
- Hand Slap:
- The grounded version has less startup lag (frame 18 → 12).
- Both the grounded and aerial versions have drastically less ending lag (FAF 75 → 47 (grounded), 62 → 50 (aerial)).
- The aerial version has significantly less landing lag (30 frames → 10), greatly improving its ability to set up combos and tech-chases.
- The grounded version's hitboxes are smaller (13u → 10.3u).
- The grounded version has gained a shieldstun multiplier of 0.58×, thus dealing less shieldstun than in Smash 4 despite it being increased for moves other than smash attacks and aerials. This allows shielding opponents to escape between hits more easily, worsening the move's shield breaking ability.
- Final Smash:
- Donkey Kong has a new Final Smash called Jungle Rush, which replaces Konga Beat. It consists of a single punch that, if successfully landed, leads to a barrage of rapid punches that traps the opponent, concluding with an uppercut that launches them. The move, alongside the comical bongo noises it produces, are based off Donkey Kong's attacks in Donkey Kong Jungle Beat.
- Since the move's first hit only hits in front of Donkey Kong, Jungle Rush can no longer hit opponents behind, above and below him as Konga Beat could, giving it significantly less range.
- Jungle Rush's hits deals less damage than a perfectly inputted Konga Beat (7% initial shockwave/1% "miss" shockwave/7% "good" shockwave/12% "great" shockwave/15% fourth "great" shockwave → 12% hit 1/1.2% hits 2-19/1.1% hits 20-32/14% hit 33). This makes the Final Smash deal potentially deal less damage than Konga Beat (150~% → 61.9%), but makes it more consistent.
- Jungle Rush's last hit has stronger knockback than a fourth "great" shockwave from Konga Beat (55 base/90 scaling → 90/96), making it much more powerful and consistent at KOing.
- Jungle Rush's last hit sends at a vertical angle compared to Konga Beat's horizontal one for the fourth "great" shockwave (361° → 70°).
|Link====Aesthetics===
- Link's design is explicitly based on his appearance in The Legend of Zelda: Breath of the Wild and its forthcoming sequel. His default outfit is the blue Champion's Tunic and the Hylian Trousers, with the more traditional green Hero of the Wild set as an alternate costume.
- The Master Sword's design has also been updated, having a glow reminiscent of that when encountering Malice.
- Link has a new Boxing Ring title and Palutena's Guidance conversation to coincide with the design change.
- Link holds the Master Sword with his right hand and the Hylian Shield with his left. As a result, all of Link's animations have been horizontally flipped.
- Link has several altered animations, including a new idle pose with his legs positioned farther apart, his sword and shield held up at all times, and does not bounce in place.
- Link's new on-screen appearance involves him gliding onto the stage using the Paraglider.
- Link has a new side taunt where he holds the Master Sword in front of him with both hands while it glows, similar to one of Ike's taunts. This replaces his Fairy taunt from previous games, which has been given to Young Link.
- Link's up taunt is much faster, as he no longer twirls the Master Sword before sheathing it.
- Link's victory animation where he swings his sword then sheathes it shows him swinging it back, no longer twirling his sword before sheathing it. He also faces away from the camera while doing it.
- Link vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud. He shares this addition with Young Link, Zelda and Ganondorf.
Attributes
- Like all characters, Link's jumpsquat animation takes 3 frames to complete (down from 7).
- Link walks faster (1.188 → 1.247).
- Link runs faster (1.3944 → 1.534).
- Link's traction is much higher (0.064 → 0.113).
- Link's initial dash is significantly faster (1.3 → 1.98).
- Link has increased air speed (0.88 → 0.924).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 50).
- Link's head hurtbox has been reduced and he sports a slightly thinner hurtbox overall; compounded with his longer Master Sword, this gives him a more favorable disjoint.
Ground attacks
- Neutral attack:
- The third hit has higher knockback scaling (50 → 70), allowing it to set up edgeguards more effectively.
- The first hit has smaller hitboxes (3.8u/4.5u/3u/2.5u → 1.8u), noticeably decreasing its range.
- All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- The first and second hits have altered angles (95°/80°/361°/361° (hit 1), 90°/78°/60°/50° (hit 2) → 361°/361°/180°/361°) and knockback (35/30 base/37 scaling (hit 1), 38/10 (hit 2) → 25/20 base/25/15 scaling) to keep opponents close to Link, akin to other neutral attacks. This allows them to connect better and jab lock, but hinders their previously guaranteed jab cancel setups.
- Neutral attack's speed has been modified overall.
- The first hit has more startup (frame 7 → 8) and transitions into the second slower (frame 11 → 12).
- The second hit has less startup (frame 6 → 5) and transitions into the third faster (frame 11 → 8).
- The first and third hits have less ending lag (FAF 28 → 25 (hit 1), 37 → 35 (hit 3)).
- The second hit has more ending lag (FAF 21 → 26), removing its jab cancel setups.
- The third hit has a shorter hitbox duration (frames 6-10 → 6-7).
- Neutral attack's damage has been redistributed, with the first two hits dealing more damage (2.5% → 3%) and the third hit dealing less (5% → 4%).
- The third hit involves Link swiping vertically instead of thrusting his sword.
- Forward tilt:
- The clean hit's hitbox has been placed farther from Link (X offset: 6.2 → 7.8), improving the move's range despite its smaller hitboxes (4.3u/2.8u/2.1u → 4u/2.8u/2.1u (early), 5.2u → 3.5u (clean)).
- Forward tilt has more ending lag (FAF 38 → 40).
- It always sends opponents in the direction Link is facing, even if hit from behind.
- It causes the screen to shake when the sword hits the ground.
- Up tilt:
- Up tilt's sword hitboxes have been placed farther from Link (X offset: 5/0 → 8.4/2), considerably improving its range despite its reduced hitboxes (3.6u/4.32u/2.88u/2.16u → 3.4u/4.3u/2.7u/2.16u).
- Up tilt deals more damage (9% → 11%), with its knockback scaling compensated (122/130/124/123 → 103/111/105/104).
- It has a new animation, starting from behind Link rather than from his front.
- The sword no longer reaches the ground in front of Link before its hitboxes cease, making it more difficult (or sometimes impossible) to hit short or crouching opponents.
- It has a lower hitlag multiplier (1× → 0.9×).
- Down tilt:
- Down tilt has less startup (frame 11 → 10).
- It has more horizontal range (Z offset: 16.6u → 17.5u).
- It deals less damage (11% → 9%).
- However, its knockback was not compensated, allowing it to combo for longer, and even serve as a KO confirm at higher percents into Spin Attack.
- It has more ending lag (FAF 29 → 31), though its combo potential is compensated by Link's faster jumpsquat.
- It has a smaller hitbox (3.1u → 2u), reducing its vertical range.
- It can no longer meteor smash aerial opponents.
- Dash attack:
- The changes to jostle mechanics allow dash attack to hit opponents close to Link more easily, as he can no longer go through them during startup.
- It has gained a shieldstun multiplier of 1.4×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- The strong hit has been moved slightly farther from Link (X offset: 8u → 8.5u), and the mid hit has been moved back (X offset: 3.8u → 3u), slightly increasing the range of the strong hit overall.
- It has slightly smaller hitboxes (3.5u/3.8u/3u → 3.2u/3.5u/3u).
- The sweetspot has a higher hitlag multiplier (1× → 1.2×).
- Forward smash:
- Both hits of forward smash have less ending lag (FAF 52 → 51 (hit 1), 68 → 61 (hit 2)).
- The first hit shoots out a spinning Sword Beam as a projectile when Link is at 0% damage, in reference to multiple Zelda games where his sword shoots out beams when he is at full health. Charging forward smash increases the size, distance and damage of the projectile, dealing between 5% and 13% damage. This gives him a new long range option, while increasing the total damage of his forward smash at close range.
- The first hit's innermost hitboxes have different angles (75°/55° → 69°/60°) and deal less knockback (47 base/15 scaling → 45/12), while the second hit has less startup (frame 12 → 10), allowing them to connect together more reliably.
- Both hits have noticeably more range on the sword hitboxes (X offset: 0.5/6.2 → 2.7/8.5 (hit 1), 1/6 → 1.5/7.5 (hit 2)).
- The closest hitbox of the first hit is larger, with tip's hitbox slightly reduced to compensate (3.5u → 4.2u (close), 3.8u → 3.5u (far)).
- The second hit has larger hitboxes overall (4u/4u/3.6u/3.2u → 4.5u/4.5u/3.5u/3.5u).
- The first hit has increased startup (frame 15 → 17) and transitions into the second hit slower (frame 20 → 22).
- Up smash:
- All 3 hits have had their sword hitboxes placed farther from Link (X offset: 0/5.5 → 2.5/8.5 (hits 1 and 2), 5.5 → 7 (hit 3)), significantly increasing its range despite the move's reduced hitbox sizes (4u/4.4u/4.5u → 3.5u/3u/4.8u (hits 1 and 2), 4.3u/4.3u/3.5u/5.2u → 4.3u/4.3u/3u/5.2u (hit 3)).
- Down smash:
- The first hit's hitboxes have been redistributed so that the weak hits have the lowest priority (14%/16%/17%/16% → 16%/17%/16%/14%), making it easier to land the stronger portions.
- Down smash has larger hitboxes (3.5u/3.5u/2.9u/2.5u → 3.5u/3.6u/3.4u/3u (both hits)).
- The first and second hit have had their sweetpots moved farther from Link (Z offset: 5.8 → 7.5 (both hits)), noticeably increasing its range and making the sweetspots much easier to land.
- It has more startup on both hits (frame 9 → 12 (hit 1), 21 → 24 (hit 2)), and more ending lag (FAF 50 → 55).
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral, back), 12 → 11 (forward), 23 → 14 (up), 32 → 19 (down)).
- Forward aerial:
- Forward aerial's animation has been sped up, with the gap between hits being shorter (12 frames → 8). This allows it to connect both hits more reliably.
- The second hit deals more knockback (30 base/100 scaling → 43/120) and launches at a slightly lower angle (45° → 44°), being as powerful as the first hit in Smash 4 .
- Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.
- Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).
- It auto-cancels later (frame 51 → 53).
- Both hits deal less damage (11% → 8% (hit 1), 13% → 10% (hit 2)).
- The first hit deals significantly less knockback (20 base/130 scaling → 31/25/33/25/33/26 base/28/30/30/30/28/26 scaling), no longer KOing until around 800%. It also has different angles (45° → 43°/367°/47°/367°/47°/38), a lower hitlag multiplier (1× → 0.8×), and uses weight-independent knockback.
- This allows it to connect into the second hit even at high percents, and coupled with its lower landing lag, improves its combo potential on landing from low to mid percents.
- However, this completely removes the first hit's previously high KO potential, requiring Link to land the slower second hit in order to KO with the move.
- Back aerial:
- Both hits of back aerial deal more damage (3% → 5% (hit 1), 5% → 7% (hit 2)).
- The first hit launches at different angles (72°/68° → 73°/70°/66°), has a lower hitlag multiplier (1× → 0.8×), deals different set knockback to grounded and aerial opponents (40 → 50 (grounded)/36 (aerial)), and uses weight-independent knockback. These changes allow it to connect more reliably into the second hit.
- The second hit has less startup (frame 18 → 15), thus reducing the frame gap between hits.
- The second hit has lower base knockback (70 → 45), but higher knockback scaling (70 → 98). This allows it to combo more reliably at low percents, while also significantly improving its KO potential, KOing middleweights at around 200% from the center of Final Destination.
- The second hit has less active frames (frame 18-22 → 15-17). The move's total duration was also not compensated for the second hit's faster startup, increasing its ending lag.
- The first hit has slightly smaller hitboxes (4.5u/4.8u/5u → 4u/4.5u/5u).
- The second hit has a slightly different animation.
- Up aerial:
- Up aerial's clean hit has increased knockback (18 base/88 scaling → 23/93), improving its KO potential .
- It auto-cancels earlier (frame 47 → 43).
- It has an altered hitbox placement (X offset: 6u → 6.9u) and an increased stretch offset (X2 offset: 0u → -1.5u) relative to its hitbox placement, increasing its vertical range overall.
- It has a smaller hitbox (6u → 4.5u), reducing its horizontal range.
- It has an increased hitlag multiplier (1× → 1.2×).
- Down aerial:
- Down aerial has been reverted to possessing only a clean hit and late hit like in Brawl, with its early hit being removed. The clean hit remains mostly unchanged against grounded opponents, but meteor smashes aerial opponents like the early hit in Smash 4.
- Because of this change, the move can KO grounded opponents much more reliably. The meteor smash against aerial opponents is also stronger, due to its knockback not being compensated for the clean hit's higher damage compared to the previous early hit.
- Due to the removal of the early hit, down aerial can no longer combo into its bounce-off hit as effectively at higher percents, reducing its damage potential.
- Down aerial's hitboxes are smaller (5u → 4u (clean), 6u → 4.2u (late)).
- The clean hit (against grounded opponents) and late hit launch at a lower angle (65° → 60°), with the former also having decreased knockback scaling (80 → 78), slightly hindering their KO potential.
- All portions of the move have a higher hitlag multiplier (1× → 1.2×).
- It has a different animation, with a more exaggerated downward thrust.
- Down aerial has been reverted to possessing only a clean hit and late hit like in Brawl, with its early hit being removed. The clean hit remains mostly unchanged against grounded opponents, but meteor smashes aerial opponents like the early hit in Smash 4.
Throws and other attacks
- Link grabs opponents with his hand instead of using his Clawshot.
- All grabs have noticeably less startup (frame 12/14/15 (standing/dash/pivot) → 6/9/10) and ending lag (FAF 62/66/67 → 35/43/38), making them safer to use at close range, and allowing Link to set up into them more effectively.
- However, all grabs have much shorter range, and their hitboxes have a shorter duration (6 frames (standing), 8 frames (dash, pivot) → 2 frames (all)).
- Link no longer has a grab aerial or a tether recovery due to losing the Clawshot.
- However, this allows him to Z-drop items without triggering the grab aerial's lengthy animation.
- Pummel:
- Pummel deals less damage (2.1% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
- Link's forward, back, and down throws deal knockback to bystanders, making them safer to use in battles with multiple opponents.
- Forward throw:
- Forward throw launches at a more favorable angle for edgeguarding (50° → 33°).
- It has slightly more ending lag (FAF 36 → 38).
- It deals less damage (4% → 2.5% (release); 7% → 5.5% (total)).
- It has higher base knockback (55 → 75), but lower knockback scaling (120 → 85). This allows it to knock opponents offstage more easily at low percents, but reduces its already lacking KO potential.
- It has an altered animation where Link swings his foot upward as opposed to thrust kicking the opponent.
- Back throw:
- Back throw deals less damage (4% → 2.5% (release); 7% → 5.5% (total)), with only its base knockback somewhat compensated (50 → 67).
- Down throw:
- Down throw has one frame less ending lag (FAF 50 → 49). Combined with Link's faster jumpsquat, this increases its combo potential.
- It has drastically increased knockback scaling (85 → 125), KOing middleweights at around 250%. This further improves its combo potential at low to mid percents, but weakens its KO setups into up aerial at high percents.
- Its speed is no longer weight-dependent. This improves its combo ability on heavyweights, but reduces it on lightweights.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Bow and Arrows:
- Link uses the Traveler's Bow from Breath of the Wild instead of the Hero's Bow.
- Arrows fired have a bright tip, making them easier to track. Arrows will also become momentarily lodged in opponents' bodies.
- The move has less startup (frame 18 → 16), with its total duration reduced as well (FAF 47 → 45), improving its camping ability.
- Arrows have higher knockback scaling (66 → 71).
- Arrows that fail to hit an opponent will linger on the ground for a longer period of time, and can be picked up as throwable items. Arrows used in this way deal little damage and knockback, allowing them to set up combos. Using the Bow and Arrows while holding an arrow causes Link to fire two arrows at once for 1.5× as much damage.
- Arrows can be picked up by opponents and thrown at Link.
- Arrows can no longer be held indefinitely upon reaching full charge, being fired automatically if held for more than three seconds.
- Boomerang:
- The more traditional Boomerang has replaced the Gale Boomerang, functioning as it did in Smash 64 and Melee.
- Boomerang has regained its damaging hitbox while returning, allowing Link to interrupt opponents' attacks and perform combos more reliably than he could with Gale Boomerang's returning windbox.
- It deals more damage (7% → 8% (clean), 5% → 6% (late)), which increases further if used as a smash special move (7% → 9.6% (clean), 5% → 7.2% (late)). In addition, the returning hitbox deals 3% damage.
- Its throw distance has been increased.
- It damages Link if it gets reflected back at him.
- It has received negative shield damage (0 → -4 (clean), -3 (late)), effectively dealing half its usual damage to shields.
- Due to the removal of the Gale Boomerang, Link can no longer perform the Gale Guarding technique.
- Boomerang travels more slowly upon returning. This increases the amount of time the hitbox is active, but also increases the amount of time it takes before Link can throw it again.
- Rather than simply disappearing, the Boomerang will drop to the ground and disappear in a puff of smoke if it is intercepted by another projectile.
- The Boomerang cannot be rethrown during this animation, reducing the utility of Boomerang in trade situations.
- Spin Attack (grounded):
- Spin Attack has more vibrant graphics and generates a blue "slash" around Link. Link moves his arm while charging the move, and the Master Sword glints with light up to three times, referencing the three levels of charged attacks in Breath of the Wild. The grounded version is an inward spin.
- Link has separate voice clips for grounded and aerial Spin Attacks.
- The grounded version has less startup (frame 8 → 7), with its total duration reduced as well (FAF 78 → 77).
- The grounded version's sweetspot hitbox is larger, with its sourspot smaller to compensate (3u → 3.5u, 3u → 2.8u).
- The grounded version's early and clean hits deal more knockback (early: 86 scaling → 88, clean: 48 base/86 scaling → 52/88).
- Spin Attack (aerial):
- Each hit has a longer duration (frames 8/11/16/19/22/26/31/38/47-48 → 8-9/12-13/16-17/19-20/22-23/26-27/31-32/38-39/47-49).
- The multihits have a significantly reduced SDI multiplier (1× → 0.3×), making it much harder to escape from.
- Due to the Sakurai angle sending aerial opponents at a lower trajectory (45° → 38°), the last hit is worse for KOing off the top blast line, but better for KOing off the sides.
- The front hits use one large hitbox instead of 3 smaller ones (5u/4u/4u → 6u (hit 1), 5u/4u/4.5u → 6u (hits 2-3), 5u/4u/4.5u → 7u (hit 4)).
- Remote Bomb:
- The spherical Remote Bomb from Breath of the Wild replaces Bomb as Link's down special. Rather than exploding on contact or after a short time, the Remote Bomb bounces off opponents and objects, and can be launched around by attacks (including Link's). It is detonated by inputting down special again, similar to Snake's C4. Alternatively, it detonates automatically after about 30 seconds. This changes up Link's item play and recovery tactics substantially.
- Remote Bomb's 30 second fuse allows it to remain in play much longer than Bomb's 3.66 seconds.
- The explosion has a significantly larger blast radius.
- The explosion deals significantly higher knockback, improving its KO potential. It also launches opponents at a more horizontal angle, allowing it to edgeguard more effectively.
- Remote Bombs themselves can lock opponents if thrown lightly.
- Remote Bomb's detonation has 12 frames of startup before it can damage the opponent. It also cannot be manually detonated if it is held by an opponent; if attempted, Link will try to generate another Remote Bomb, but this will fail and give him high ending lag.
- Only one Remote Bomb can be on the field at a time, as opposed to two traditional Bombs.
- The explosion damages Link even if opponents are caught within it.
- The Remote Bomb itself deals less damage when hitting an opponent (5%/9% → 1%), since it no longer explodes on contact and cannot be detonated while held by the opponent.
- Remote Bomb cannot be detonated while Link is helpless, preventing him from using his up special multiple times offstage. This hinders Link's vertical recovery.
- However, in a similar vein to Snake's C4, Link can Z-drop and quickly detonate a Remote Bomb on himself to supplement his recovery, especially at higher percents due to its higher knockback.
- Remote Bomb's explosion deals consistent damage (5%/9% → 7%).
- Remote Bomb lacks the flame effect.
- Ancient Bow and Arrow:
- Link's new Final Smash is the Ancient Bow and Arrow, replacing Triforce Slash. It is functionally similar to Zelda's Light Arrow and Dark Pit’s Dark Pit Staff from previous games, although it only deals a single powerful blow to the first opponent in the arrow's path along with any bystanders.
- Ancient Bow and Arrow has more horizontal range than Triforce Slash.
- It deals significantly less damage than Triforce Slash (60% → 35%).
|Samus====Aesthetics===
- Due to the aesthetic used in Ultimate, Samus has a sleeker design, and her overall color scheme is significantly more vibrant, now matching her color scheme from Metroid: Samus Returns. The Varia Suit's black vents are much more defined and detailed, and her visor is more opaque; it along with the suit's accents are lime green rather than emerald like in Brawl.
- Samus's eighth costume, formerly based on Dark Samus, has been replaced with a black and yellow costume due to Dark Samus's inclusion as a playable fighter.
- Samus's idle animation is altered slightly; she faces the foreground at an angle instead of facing directly forward, and her Arm Cannon is positioned slightly lower.
- Air dodge's animation has changed.
- Samus has two new victory poses and one slightly modified:
- She fires a Super Missile and strikes a pose similar to her official artwork.
- She lands on the ground and readies her arm cannon.
- She retains her kneeling victory pose, however the shots resemble the shotgun blast from her Melee Charge Shot custom move from Smash 4 rather than small explosions.
- Samus emits sparks whenever she takes damage. This is shared with Dark Samus, R.O.B., and Mega Man, all of which are mechanical-based fighters.
Attributes
- Like all characters, Samus's jumpsquat animation takes 3 frames to complete (down from 4).
- Samus runs faster (1.504 → 1.654).
- Samus's initial dash is slightly faster (1.86 → 1.87). However, it is much slower relative to the cast.
- Samus's air speed is faster (1.03 → 1.103).
- Samus reaches the maximum height of her jumps more quickly.
- Samus has a slightly faster falling speed (1.3 → 1.33).
- Samus's fast falling speed is faster (2.08 → 2.168). This improves her air mobility and makes her less susceptible to juggles.
- Samus's traction is higher (0.0585 → 0.082 ).
- Forward roll has less ending lag (FAF 40 → 35).
- Forward roll grants less intangibility (frames 4-23 → 4-19).
- Back roll has more startup and grants less intangibility (frames 4-23 → 5-20).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 57).
- Samus's stunned animation no longer has her shake erratically, as if her suit was malfunctioning.
Ground attacks
- Neutral attack:
- The first hit has a lower hitlag multiplier (1× → 0.8×).
- The first hit has reduced knockback to keep opponents closer to Samus (8 base/80/100 scaling → 20/15), akin to other neutral attacks. However, unlike the case with other characters, this is a nerf for Samus as it further worsens the first hit's ability to true combo into the second hit at higher percents, while also hindering its jab cancel setups.
- The first hit transitions slower into the second hit (frame 13 → 15).
- The first hit has gained a hitstun modifier of 4, increasing its safety on hit at low percents, although due to the aforementioned changes, it still fails to truly connect into the second hit.
- Forward tilt:
- Forward tilt has three different hitboxes instead of four, no longer possessing a sourspot that deals 7% (8% if angled). This makes its damage output more consistent.
- The sourspot deals more knockback (20 base/70 scaling → 30/80), increasing its safety on hit and KO potential.
- Up tilt:
- The removal of teching for grounded meteor smashes drastically improves up tilt's combo potential.
- Down tilt:
- Down tilt has increased knockback scaling (48 → 65), giving the move KO potential against middleweights under 160%, compared to being unable to KO under 200% in Smash 4. This change brings it closer to its Brawl strength.
- It has more ending lag (FAF 40 → 45).
- Dash attack:
- Dash attack has increased knockback scaling (60 → 90), allowing the clean hit KOing middleweights at around 150% from the center of Final Destination.
- The early hit no longer deals less damage than the clean hit (7% → 10%), which makes the hits only differ in hitbox size.
- It has drastically more ending lag (FAF 34 → 42), removing its combo potential entirely.
- It launches at a more horizontal angle (75° → 55°), which hinders its combo and juggling potential, but further assists in its KO ability near edges.
- It produces a visual effect similar to the Shinespark ability from Super Metroid.
- Forward smash:
- Forward smash's innermost hitbox is larger (2.2u → 3.3u), allowing Samus to hit short nearby opponents more easily.
- Up smash:
- Up smash has a different kind of autolink angle (366° → 368°), and the second to fourth hits use weight-independent knockback (although not on all hitboxes), allowing it to connect more reliably when used out of a run, and making it more consistent across characters.
- The last hit has more knockback scaling (150 → 162), improving its KO potential.
- The hitboxes aren't placed as far horizontally (X offset: 9u/9u/-1u → -3.5u/6.5u/6.5u (hit 1), 7.3u/9u/-1u → -3.5u/6.5u/6.5u (hits 2-4), 9u/-1u → -3.5u/7.8u (hit 5)), and all except the last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range.
- It has a higher SDI multiplier (0.8× → 1×), and the first to fourth hits no longer use set knockback. Coupled with the aforementioned hitbox changes, this causes the move to connect less reliably overall.
- Down smash:
- Down smash has drastically increased knockback scaling (46/48 (front/back) → 70/68), with the front hit and back hit KOing at around 160% and 138% (respectively) from the center of Final Destination. It is no longer the weakest smash attack in the game by a considerable margin.
- It has an altered ending animation, with Samus retaining more momentum from the kick.
Aerial attacks
- All aerials except up aerial have less landing lag (16 frames → 9 (neutral), 24 → 14 (forward), 18 → 14 (back), 20 → 12 (down)).
- Neutral aerial:
- Neutral aerial's second hit comes out faster (frame 16 → 14).
- However, its total duration remains the same, increasing its ending lag.
- Neutral aerial's second hit comes out faster (frame 16 → 14).
- Forward aerial:
- The first hit has altered angles (80°/280°/60° → 367°/18°), while the first to fourth hits deal more set knockback (15 → 25 (hit 1), 30 → 35/40 (hits 2-4)). These changes overall improve its linking capabilities.
- The first four hits have a lower hitlag multiplier (1× → 0.8×), but a higher SDI multiplier (0.8× → 1×).
- Back aerial:
- Back aerial has more ending lag (FAF 39 → 42).
- It has a slightly different animation. Samus faces further behind herself while kicking and curls in her leg afterwards.
- Up aerial:
- Up aerial deals five total hits, down from six.
- The first four hits' feet hitboxes use the autolink angle (361° → 367°) and set knockback (0 base/130 scaling → 25 set/100 scaling), allowing them to connect more reliably.
- The hits after the first are faster (frame 8, 11, 14, 17, 20 → 7, 10, 13, 16).
- However, the move's total duration remains unchanged, giving it more ending lag and making it harder to combo multiple up aerials.
- Up aerial has more landing lag (12 frames → 18).
- The first four hits' leg hitbox deals much more set knockback (30 → 90) and launches at a higher angle (80° → 84°); however, it has gained a hitstun modifier of -10. As a result, and combined with its increased landing lag, it connects less reliably into the following hits without having increased combo potential.
- Due to its lower amount of hits, it deals less total damage (11% → 10.9%), despite the second to fourth hits dealing more damage (1% → 1.3%).
- Its initial auto-cancel window is shorter (frames 1-4 → 1-2).
- The last hit has a higher hitlag multiplier (1x → 1.8×).
- The last hit has an altered animation, with Samus thrusting her foot upward.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
- The late hit deals less damage (11% → 10%) with no compensation on knockback, hindering its KO potential.
- Grab aerial:
- Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)).
- The second hit has a slightly longer duration (frames 16-17 → 16-19).
- It causes the Grapple Beam to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
- The tip of the Grapple Beam stays in place instead of following Samus's vertical movement, similar to how it behaved in Melee.
Throws and other attacks
- Grabs:
- Standing grab has less startup (frame 16 → 15).
- Standing and pivot grab have less ending lag, especially the latter (FAF 70 → 60 (standing), 84 → 63 (pivot)).
- Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
- Pummel:
- Pummel deals slightly more damage (1.2% → 1.3%).
- It has less startup (frame 3 → 1) and ending lag (FAF 9 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.
- All throws deal more damage (9% → 10% (forward), 8% → 10% (back), 9% → 12% (up), 6% → 8% (down)).
- Forward and back throw's knockback was not compensated, improving their KO potential.
- Samus's forward, back and up throws are no longer weight-dependent.
- Forward, back and down throws use the electric effect, much like in Smash 64.
- Up throw:
- Samus has a new up throw: she blasts her opponent upward with her arm cannon. It uses the flame effect, and consists of two hits instead of six, with its damage being redistributed (1% (hits 1-5), 4% (throw) → 5% (hit 1), 7% (throw)).
- It has increased knockback scaling (70 → 80) on top of its higher damage, making it powerful enough to KO middleweights under 170%.
- It releases opponents faster (frame 28 → 16), making it harder to DI. Opponents are also released closer to Samus.
- However, its total duration remains the same, increasing its ending lag.
- Down throw:
- Down throw releases opponents one frame slower (frame 20 → 21), but has less ending lag (FAF 42 → 38). Combined with Samus's faster jumpsquat and jump speed, this noticeably improves its combo potential.
- It has lower base knockback (80 → 60), but higher knockback scaling (50 → 75). This gives it new followup options at low percents, such as a dash attack and dashing up smash, without hindering its combo potential at higher percents due to the aforementioned changes.
- It launches at a slightly lower angle (80° → 74°).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Charge Shot:
- Charge Shot can be charged in midair. It can also be charge-canceled by jumping or spot dodging.
- It has less ending lag when not fully charged (FAF 54 → 45).
- It deals more damage (3%-25% → 5%-28%), with altered knockback on the fully charged shot (30 base/62 scaling → 46/50), making it stronger overall.
- It can be B-reversed.
- Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.
- It has received negative shield damage (0 → -2.5 (uncharged), -7 (fully charged)), weakening fully charged shots' ability to break shields.
- Charge Shot can be fired by pressing the attack button.
- Missile:
- Both Homing Missiles and Super Missiles deal more damage (5% → 8% (Homing), 10% → 12% (Super)) without compensation on knockback, improving the KO ability of Super Missiles.
- Both types of Missiles have slightly less ending lag (FAF 57 → 55 (Homing), 59 → 58 (Super)).
- Super Missiles travel faster and stall initially before flying forward, similar to the Turbo Missile custom move from Smash 4. This allows them to effectively stay out for a longer time, improving their camping potential.
- Samus can drift horizontally after firing a Missile in midair, and Missiles don't halt her aerial momentum.
- Missiles have updated designs. When firing a missile, Samus's visor and armor lights flash blue in reference to Samus's palette when Missiles are selected in the original Metroid.
- Screw Attack:
- Screw Attack has less lag before Samus begins falling.
- Grounded Screw Attack has less startup (frame 5 → 4), making it more effective out of shield.
- The looping hits have a lower hitlag multiplier (1× → 0.5×), and a lower SDI multiplier for the aerial version (1× → 0.5×), allowing them to transition faster and making them harder to escape.
- The last hit has a slightly larger hitbox (9.6u → 10u), allowing it to connect better from the looping hits.
- Due to rage being changed to not affect set knockback, the linking hits of Screw Attack can no longer KO off the top blast line at low percents, removing Samus's early KO setups.
- Grounded Screw Attack deals up to nine hits instead of eleven, but has increased damage on its first hit (2% → 3%) and last hit (1% → 2%).
- The last hit's knockback was not fully compensated (50 base/240 scaling → 56/190), slightly improving its KO potential.
- The grounded version's last hit has a higher hitlag multiplier (2× → 2.5×).
- The move uses unique sound effects on hit, rather than standard "kick" sound effects.
- Bomb:
- Bombs explode earlier on contact (frame 22).
- Zero Laser:
- When Samus unleashes Zero Laser, the jets on the back of her suit vent flames as exhaust, which deal damage.
|Yoshi====Aesthetics===
- Yoshi's model retains its brighter green color from Smash 64 and SSB4 with a more subdued color scheme, keeping the consistency with his appearance in the Mario and Yoshi series. His irises appear larger while his shoes feature subtle detailing.
- Yoshi has a new alternate costume based on his felted design in Yoshi's Crafted World. It replaces his Black Yoshi costume from SSB4.
- Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.
- Yoshi is more expressive, he scowls when using his aerials and when grabbing onto a ledge.
- Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.
- Yoshi no longer reverts to his posture and idle poses from Brawl while holding a small item.
- Two of Yoshi's victory poses were slightly altered.
- The victory animation where Yoshi spins around and strikes a V sign has him performing a Flutter Jump before spinning around once and striking a V sign.
- The victory animation where Yoshi punches the air once and striking a pose has him punching the air twice and strikes a pose with his right leg farther back.
Attributes
- Like all characters, Yoshi's jumpsquat animation takes 3 frames to complete (down from 6).
- Yoshi runs faster (1.86 → 2.046).
- Yoshi's initial dash is significantly faster (1.33 → 1.98).
- Yoshi walks slightly faster (1.15 → 1.208).
- Yoshi's air speed has been increased, being almost as high as Jigglypuff's in Melee (1.28 → 1.344).
- Yoshi has significantly higher traction (0.0426 → 0.095), allowing him to punish out of shield much more easily.
- Yoshi's jump height has been slightly reduced.
- Forward roll has less ending lag (FAF 36 → 31).
- Forward roll grants less intangibility (frames 4-21 → 4-15).
- Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 59).
- The reintroduction of directional air dodges benefits Yoshi, as due to Egg Throw not causing helplessness, he can get additional distance with a directional air dodge after using it.
- The removal of shield platform dropping benefits Yoshi, as he was the only character unable to perform the technique in Smash 4. When combined with his unique shield rendering him immune to shield stabbing, this effectively gives him the best shield in the game.
- Yoshi's double jump armor has been altered. The armor duration is significantly shorter, but like in Smash 64 and Melee, knockback taken is reduced if the armor is broken by an attack with sufficiently high knockback.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 9 → 6).
- Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock, but removes some of its guaranteed jab cancel setups.
- Due to this change, and the second hit using the Sakurai angle, grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.
- Forward tilt:
- Forward tilt has drastically less ending lag (FAF 39 → 30).
- It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.
- It deals more damage when not angled (7% → 8%).
- The outermost hitbox is slightly larger (2.8u → 3u).
- Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail. Yoshi also has an angry expression.
- Up tilt:
- Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.
- Down tilt:
- Down tilt has slightly more base knockback (65 → 67).
- Down tilt's animation is reversed, with Yoshi spinning towards the screen rather than away from it.
- Dash attack:
- Dash attack has less ending lag (FAF 50 → 41).
- It deals more damage (9% → 11% (clean), 6% → 8% (late)), with knockback scaling compensated (52 → 45 (clean), 44 (late)).
- It no longer crosses up shields consistently, making it easier to punish.
- The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).
- Forward smash:
- Forward smash has two different hitboxes instead of three, with the sweetspot taking priority over the sourspot and being located closer to Yoshi. This effectively removes its weaker sourspot (that dealt 13%) and makes the sweetspot easier to land.
- It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).
- The sweetspot has more knockback scaling (98 → 102).
- Up smash:
- Up smash deals more knockback (37 base/95 scaling → 38/99).
- Down smash:
- Down smash launches at a lower angle (30° → 26°) and deals more knockback (hit 1:40/42 base/73/57 scaling → 51/46/75/63, hit 2: 40/42 base/81/75 scaling → 51/44/83/75), allowing it to KO around 150% with the first and 130% with the second hit from center stage.
Aerial attacks
- All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).
- Forward aerial:
- The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
- The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).
- Despite the auto-cancel window remaining unchanged, it no longer auto-cancels in a short hop due to Yoshi's lower short hop duration.
- It has a different animation, with Yoshi no longer flipping after the headbutt.
- Back aerial:
- Back aerial deals more damage (2.5% → 3.5% (hits 1-2), 5% → 5.5% (hit 3), total: 10% → 12.5%) with knockback not compensated on the third hit, increasing its KO potential.
- It has much lower hitlag multipliers (2× → 0.5× (hits 1-2), 1.5× (hit 3)), allowing it to execute faster and making the first two hits harder to SDI.
- The second and third hits have less startup lag (frame 17/25 → 14/18), causing them to connect more reliably.
- However, the move's total duration remains unchanged, giving it more ending lag.
- The move's first two hits deal much less knockback (30/50 base/200/150 scaling → 20 base/100 scaling), and use the autolink angle against grounded opponents as well (361° → 367°) instead of only aerial ones. This allows them to connect more reliably, and combined with the move's lower landing lag, start combos at a wide range of percentages.
- All hitboxes have been moved upwards (Y offset: 2u-4u → 3u-5u (hit 1 and 2), 3u → 5u (hit 3)), increasing the move's range above Yoshi, but reducing it below him.
- Back aerial has a slightly altered animation, with Yoshi striking a new pose at the end of the move.
- Up aerial:
- Up aerial has less ending lag (FAF 39 → 37).
- It auto-cancels earlier (frame 33 → 31).
- It has a new animation where Yoshi raises his tail up from behind without flipping.
- Down aerial:
- Down aerial's looping hits have a lower hitlag multiplier (1.1× → 0.6×), use the autolink angle (270°/260°/280° → 367°), and have consistent knockback scaling (100/80 → 100), allowing them to connect more reliably and making them harder to SDI, despite their higher SDI multiplier (1.5× → 1.8×).
- The landing hit deals more knockback that is no longer set (40 set/100 scaling → 65 base/100 scaling), causing opponents to tumble even at 0%. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails to tech.
- The move's initial auto-cancel window has been removed.
- It has smaller hitboxes (6u/4.5u → 5u/3.5u (looping hits), 7u/5u → 6.5u/4.5u (last hit)).
- The looping hits deal less damage (3%/2% → 2.3%/1.8% (hits 1-6), 2.2%/1.5% → 1.9%/1.4% (hits 7-12)), reducing the move's maximum damage output (32.2% → 28%) despite the last hit dealing more damage (1% → 2.8%).
- The last hit's knockback has not been fully compensated for its higher damage output (60 base/200 scaling → 55/179), improving its KO potential.
- The last hit has a higher hitlag multiplier (1.1× → 1.5×).
Throws and other attacks
- Grabs:
- All grabs have noticeably less ending lag (FAF 56 → 49 (standing), 68 → 57 (dash), 65 → 52 (pivot)), especially compared to the rest of the cast, as all non-extended grabs have conversely had their ending lag increased.
- Dash and pivot grab have more startup lag (frame 11 → 16 (dash), 10 → 17 (pivot)), no longer being faster than his standing grab. His pivot grab in particular has gone from among the fastest to one of the slowest.
- Yoshi's pivot grab animation has been altered; Yoshi pauses for a bit before turning around on one foot.
- Yoshi's grab animation has changed. After grabbing an opponent and holding them in his mouth, his cheeks become swollen and jiggle, as if the fighter inside is trying to break out. He also holds his mouth closed with his hands, and no longer crouches down to the ground.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
- It uses a unique, cartoony chomping sound effect, rather than a standard "kick" sound effect.
- The speed of Yoshi's throws is no longer weight-dependent.
- Forward throw:
- Forward throw deals more damage (7% → 9%) with no compensation on knockback.
- Back throw:
- Back throw deals more damage (7% → 9%) with no compensation on knockback.
- Up throw:
- Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without rage.
- Down throw:
- Down throw releases the opponent later (frame 15 → 25), making it easier to DI.
- However, its ending lag has been reduced relative to its release frame (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential, possessing followups even up to high percents.
- Down throw releases the opponent later (frame 15 → 25), making it easier to DI.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Egg Lay:
- Egg Lay has less startup lag (frame 20 → 18) with identical ending lag, shortening its duration (FAF 44 → 42).
- Opponents can no longer move left and right in the air while in an egg.
- It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.
- Egg Roll:
- Egg Roll deals drastically more damage (4%-≈9% → 10%-≈13.8%).
- Its base knockback and knockback scaling have been reversed (50/70 → 70/50), making it safer on hit at low percents, while still improving its KO potential due to its higher damage output.
- Yoshi always bounces once when using Egg Roll on the ground. This makes the move's execution slower and more predictable.
- Changing direction takes longer.
- Yoshi strikes a new pose before using Egg Roll.
- Egg Throw:
- Yoshi gains slightly more vertical distance on the first Egg Throw, particularly after a jump.
- Eggs have a higher hitlag multiplier (0.3× → 0.6×), giving Yoshi more time to follow up.
- Eggs can bounce on the ground and retain their horizontal momentum before they break, giving Yoshi a new option to stop approaches.
- Eggs deal a single hit to opponents instead of two, with the same total damage (1% (hit 1), 5% (hit 2) → 6%) and no compensation on knockback.
- Egg Throw has more startup (frame 15 → 16) and ending lag (FAF 54 → 56).
- Eggs have received negative shield damage (0 → -3), effectively dealing half their usual damage to shields.
- Yoshi can use either his right arm or left arm to throw eggs, due to his mirrored stance.
- Yoshi Bomb:
- Yoshi Bomb can sweetspot a ledge even if Yoshi is facing away from it.
- Both the grounded and aerial versions allow Yoshi to go through soft platforms if he is high enough above them and the control stick is held down.
- If too close to them, he will always go through.
- Yoshi once again vocalizes when using the grounded version, much like in previous games up until Brawl.
- Final Smash:
- Yoshi has a new Final Smash called Stampede!. He headbutts in front of him and an army of multicolored Yoshis stampede over the trapped players, similar to his part of the Super Smash Bros. Melee opening.
|Kirby====Aesthetics===
- Kirby's appearance is largely the same as it was in SSB4, though his model features a more subdued color scheme. His feet have a pinkish tint, and his blush marks are slightly blurred. These changes make Kirby more closely resemble his appearance in recent Kirby games.
- Like many other characters, Kirby is more expressive, both with his face and his movement.
- Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from Kirby's Return to Dream Land onward.
- One of Kirby's voice clips when taking high knockback has been changed to his alternate KO sound from SSB4.
- As a result, he gains a new KO clip, which sounds similar to one of his unused high knockback voice clips from Brawl.
- Kirby's unused damage yell from Smash 4 is used when he takes medium knockback.
- Kirby's on-screen appearance has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in Smash 64
- Up taunt has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby raises one of his feet, resembling the pose he makes when gaining an ability in his games.
- Kirby smiles during his side taunt.
- Kirby's victory poses have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of Kirby’s Return to Dream Land and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.
- Kirby's idle pose at the end of his victory animation is more animated, with a gentle squash-and-stretch effect leading to a more rubbery feeling.
- Kirby faces forward instead of away when "wiggling" in one of his victory poses.
- When Kirby gains a new Copy Ability, he briefly poses like he does in his home series. This animation can be canceled.
- Some Copy Ability hats have been changed.
- His Samus helmet has a fully opaque visor, as it was in Super Smash Bros.
- His Captain Falcon helmet has triangular eyes, and the visor is opaque as in Super Smash Bros.
- Unlike Smash 4, his Jigglypuff cap matches his costume color, as in previous games up to Brawl.
- His Zelda cap has been changed from the wimple she wore as a child in The Legend of Zelda: Ocarina of Time to a hairstyle matching her new A Link to the Past and A Link Between Worlds-inspired look.
- His Ganondorf cap is consistent with Ganondorf's Ocarina of Time appearance, effectively reverting to its design in Melee.
- His Ike cap uses the hairstyle from his Path of Radiance design, as in Brawl.
- His Wolf cap matches Wolf's Star Fox Zero-based appearance.
- His Robin cap, upon exhausting the Thunder tome, will disappear like it does in all other cases, instead of just disappearing with no animation.
- Kirby's Boxing Ring alias has been changed to "The Pink Demon", a direct translation of the Japanese title, for consistency with its appearance in Kirby: Planet Robobot.
Attributes
- Like all characters, Kirby's jumpsquat takes 3 frames to complete (down from 4).
- Kirby runs faster (1.57 → 1.727).
- His initial dash is noticeably faster (1.5 → 1.9).
- Kirby walks faster (0.93 → 0.977).
- Kirby's air speed is slightly faster (0.8 → 0.84).
- Kirby's traction is much higher (0.0493 → 0.116), going from below average to being tied for the 17th highest, making easier for him to punish out of shield.
- The changes to taunt interruptibility benefit Kirby more than any other returning veteran, as he can act quicker after discarding a Copy Ability.
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 63), being tied with Rosalina for the second slowest air dodge in the game duration-wise, only behind Jigglypuff.
Ground attacks
- Neutral attack:
- Neutral attack's first and second hits have altered angles (55° → 361°/180° (hit 1), 70° → 361° (hit 2)) and knockback (8 base/30 scaling → 20 base/25/20 scaling (hit 1), 15/30 → 25/15 (hit 2)) to keep opponents close to Kirby, akin to other neutral attacks. This allows them to jab lock, and noticeably improves their previously poor linking ability.
- The first hit has less startup lag (frame 3 → 2), with its total duration reduced as well (FAF 16 → 15).
- The second hit transitions faster into the infinite (frame 8 → 5) and has a lower SDI multiplier (1× → 0.3×), although with a slightly higher hitlag multiplier (1× → 1.2×).
- The infinite has shorter gaps between hits (4 frames → 2), a consistent angle (55°/68°/80° → 361°), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), and deals less knockback (6/4/2 base/100 scaling → 7 base/35 scaling). This allows it to connect more reliably and makes it much harder to escape.
- The infinite's finisher has less startup (frame 5 → 3) and ending lag (FAF 51 → 40).
- The finisher deals more damage (2% → 3%) and launches at a lower angle (45° → 361°), with knockback not fully compensated (80 base/120 scaling → 70/115), improving its KO potential.
- All hits except the finisher deal less damage (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (infinite)).
- The first hit has a higher hitlag multiplier (1× → 1.7×), giving opponents more time to SDI it.
- The second hit and each hit of the infinite have a shorter hitbox duration (2 frames → 1), and the latter also has one frame more startup (frame 6 → 7), although this is compensated by its faster transition from the second hit.
- The finisher has smaller hitboxes overall (4.5u/6.5u/5.5u → 5u/5u/5u).
- The finisher has a much higher hitlag multiplier (1× → 3×), making it easier to DI after SDIing the infinite.
- The infinite has gained a shieldstun multiplier of 7×. 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 Kirby more easily if they shield 10 hits or more.
- Kirby's punching hand disappears during his rapid jab; instead, the visual effects have been made thicker.
- Forward tilt:
- Forward tilt has less ending lag (FAF 28 → 24). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
- It has much more base knockback (12 → 40), improving its KO potential.
- Up tilt:
- Up tilt's closest hitbox is larger (4u → 4.8u), slightly surpassing the late hit in Brawl.
- The late hit and foot intangibility last one more frame (frames 6-9 → 6-10), matching its duration from Brawl.
- It has less base knockback (40 → 30/26 (clean), 26 (late)) and more knockback scaling (116 → 132/125 (clean), 110 → 130/119 (late)), allowing it to combo better into his aerials from low to mid percents, while also improving its KO potential at very high percents.
- The hitbox at the tip of Kirby's foot launches at a slightly different angle (100° → 98° (clean), 88° → 86° (late)).
- Down tilt:
- Due to the increased traction across the cast, opponents do not slide back as much upon tripping from down tilt, improving its reliability for starting combos.
- It has more knockback scaling (30 → 43), causing it to stop tripping opponents sooner, but improving its combo potential at higher percents if it doesn't trip due to the aforementioned change.
- Dash attack:
- Dash attack has reverted to its Melee iteration, where Kirby does a flaming tackle identical to the Burning copy ability from his home series, although it does not drop him off edges.
- It hits only once instead of six times, possessing a clean hit, mid hit and late hit. This makes it more reliable overall than the previous dash attack, which could sometimes miss its last hit due to the looping hits' poor linking ability.
- It propels Kirby a much farther distance forward, increasing its range.
- It has less startup, with its hitboxes active fully throughout (frames 12, 15, 19, 24, 30, 35-37 → 9-17 (clean)/18-26 (mid)/27-34 (late)).
- It has larger hitboxes (3.5u/3.5u/3.3u (hits 1-5), 3u (hit 6) → 5u (clean), 3.5u (mid & late)).
- It has lower hitlag multipliers (2× → 1.3× (clean)/1× (mid)/0.8× (late)). In combination with its faster startup and consisting of a single hit, this makes it harder to DI.
- The clean hit deals more damage (1% (hits 1-5), 4% (hit 6); 9% total → 12%), with knockback not fully compensated (100 base/70 scaling → 82/66), and launches at a more horizontal angle (65° → 46°). This turns it into a much stronger finisher, KOing opponents at around 160% from center stage and 105% near edges, compared to being unable to KO under 280% regardless of horizontal positioning.
- The mid and late hits deal more damage than the previous dash attack's last hit (4% → 9% (mid), 6% (late)), and the former launches at a higher angle (65° → 76°), allowing it to KO slightly earlier despite its lower knockback values (100 base/70 scaling → 80/50).
- It has more ending lag (FAF 54 → 60). Combined with no longer dealing multiple hits, this makes it much more punishable on shield, regardless of timing and despite mantaining the ability to cross-up shields during its early frames.
- The late hit deals much less knockback (100 base/70 scaling → 80/50), hindering its KO potential despite launching at a higher angle (65° → 76°).
- Forward smash:
- Forward smash's clean hit deals more knockback (30 base/102 scaling → 32/109), improving its KO potential.
- Kirby lunges farther forward, giving it more range.
- It deals more damage when angled down (14% → 15% (clean), 10% → 11% (late)).
- It deals less damage when angled up (16% → 15% (clean), 12% → 11% (late)), although the clean hit is still slightly stronger than in Smash 4 due to its higher knockback values.
- The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
- It has a different startup animation: Kirby pulls back before executing a thrust kick instead of performing a spin first, resembling Smash Kick, one of Smash Bros. Kirby's attacks in Kirby: Planet Robobot.
- Up smash:
- Up smash has less startup (frame 14 → 12), with its leg intangibility frames moved accordingly (frames 14-19 → 12-17) and its total duration reduced (FAF 48 → 46).
- The clean hit has a longer duration, with the late hit having a shorter duration instead (frame 14 (clean)/15-16 (mid)/17-19 (late) → 12-14/15-16/17). This improves its utility as an anti-air, as the clean hit remains active when the hitboxes go above Kirby.
- The clean hit deals more knockback (33/30 base/104/99 scaling → 36 base/104 scaling), improving its KO potential.
- The mid hit's sourspot (12% → 13%) and late hit (12%/11% → 13%/12%) deal more damage.
- Down smash:
- Down smash launches at a semi-spike angle like its foot hitboxes in Melee and Brawl (69° → 29°), significantly improving its edgeguarding ability and allowing it to KO earlier near edges.
- It has much less knockback scaling (110 → 89), hindering its KO potential from center stage and across the stage.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 13 → 8 (forward), 17 → 10 (back), 12 → 7 (up), 17 → 16 (down).
- Neutral aerial:
- Neutral aerial has less startup (frame 10 → 8) and significantly less ending lag (FAF 73 → 53).
- The clean hit deals significantly more knockback (30 base/90 scaling → 35/117), allowing it to KO reliably at around 150% from center stage.
- All hitboxes are bigger (8u → 9u (clean), 7u → 8u (mid), 6u → 7u (mid-to-late), 5u → 6u (late)).
- It auto-cancels earlier (frame 56 → 51).
- Forward aerial:
- Forward aerial's first hit launches at a higher angle (45°/80° → 53°/84°) and deals less knockback (35 base/50 scaling → 43/39 (close), 35/38 (far)), allowing it to connect into the second hit more reliably.
- The first and second hits have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.5×), making them harder to escape.
- The first and third hits have larger hitboxes (4.3u/4.3u → 5u/4.4u (hit 1), 4.9u → 5.1u (hit 3)), with the latter extending further horizontally (Z offset: 8u-12u → 7u-13u) and vertically (Y offset: 3.9u-4.2u → 3u-4.2u), improving their range.
- Due to its reduced landing lag, and forward smash's improved range and knockback, the first hit has gained a KO setup into it at high percents.
- The second hit extends further outwards (Z offset: 8u-12u → 7u-13u) and below Kirby (Y offset: 3.7u-4.2u → 2.8u-4.1u), improving its horizontal range, and allowing it to hit short or crouching characters, even in a rising short hop.
- The third hit has a longer duration (frames 25-26 → 25-27).
- Back aerial:
- Back aerial has larger hitboxes (4u → 4.5u (clean), 3.4u → 3.5u (late)), and they extend further horizontally (Z offset: 7u-10.5u → 6u-13u (clean), 7u-10u → 6u-11u (late)), noticeably improving its range.
- The clean hit has a longer duration (frames 6-7 → 6-8).
- The clean hit deals less knockback (20 base/104 scaling → 15/100), hindering its KO potential.
- The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
- The late hit has a shorter duration (frames 8-14 → 9-12).
- Up aerial:
- Up aerial has less startup (frame 10 → 8), less ending lag (FAF 40 → 36), and auto-cancels earlier (frame 22 → 20).
- It deals more damage (9% → 10%) and has noticeably more knockback scaling (100 → 115), greatly improving its KO ability, without worsening its combo ability due to its reduced lag.
- Down aerial:
- Down aerial's looping hits deal more damage (1% → 1.3%, total: 7% → 8.5%), with knockback scaling compensated (107 → 100).
- The looping hits have a noticeably lower hitlag multiplier (1.5× → 0.8×), alongside a larger hitbox (5u → 6u), increasing their range and making them harder to escape from.
- It can no longer be frame canceled, with its landing lag not reduced enough to compensate. As a result, it has more landing lag relative to Smash 4 if the landing hit connects, hindering its combo potential.
- The last hit has a smaller hitbox (6.2u → 5.6u).
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 28 → 34 (standing), 39 → 42 (dash), 33 → 37 (pivot)), albeit they are still among the fastest in the game.
- All grabs have less range (Z2 offset: 10.2u → 9.4u (standing), 12.1u → 11u (dash), -17.9u → -15.7u (pivot)).
- Dash grab has slightly more startup lag (frame 8 → 9).
- Pummel:
- Pummel deals less damage (1.55% → 1%).
- It has less startup (frame 9 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.
- Forward throw:
- Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of Battlefield's lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.
- Back throw:
- Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This removes the throw's followups at low percents, and weakens its edgeguarding potential, as it pushes Kirby away from edges.
- It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.
- Up throw:
- Up throw has gained a collateral hitbox upon landing that deals 7%, similar to Meta Knight's up throw, increasing its effectiveness in battles with multiple opponents.
- Down throw:
- Down throw's first nine hits deal more damage (0.8% → 1%, total: 10.2% → 12%).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Inhale:
- Inhale has less startup lag (frame 14 → 10), making it much easier to combo into.
- It has a larger vortex hitbox (7u → 8.5u) with altered hitbox placements (Y offset: 7.5u → 7u, Z offset: 13u → 15.5u), and an additional vortex hitbox, increasing its range.
- It has less ending lag when failing to inhale anything (FAF 73 → 64), and after copying an opponent (FAF 30 → 21), preventing the copied opponent from being able to hit Kirby before he can move.
- The swallowing hitboxes are larger (4.2u/4.6u → 5.3u/5.8u), increasing the safety of copying an opponent when others are nearby.
- It can catch projectiles to heal Kirby, albeit with noticeable ending lag.
- Kirby can keep certain projectiles, like a fully charged Charge Shot, inside his mouth and then choose to spit them out as a star that deals damage or swallow them to heal himself.
- Kirby dies later when performing a Kirbycide, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
- Kirby receives a 1.2× damage multiplier for his Copy Abilities compared to the copied opponent's neutral special.
- Kirby cannot lose his Copy Ability by getting hit for 20 seconds after receiving it, allowing him to keep it much more efficiently.
- The distance an opponent travels in a star scales with damage, allowing Kirby to KO spat opponents near edges more effectively at higher percents.
- Rather than a 3.125% chance regardless of move, the chance for Kirby to lose his Copy Ability by getting hit is equal to the damage % taken, thus increasing it for hits that deal more than 3.125% damage.
- This also means moves that deal less than 3.125% (like some multi-hit moves) are less likely to make Kirby lose his ability.
- Inhale has a more opaque visual effect.
- Hammer Flip:
- Hammer launches at a lower angle when not fully charged (53° → 48° (grounded), 55° → 50° (aerial)), slightly improving its KO potential.
- The grounded version has intangibility (frames 2-10) and more super armor (frames 11-13 → 11-17) when fully charged.
- The aerial version deals slightly more damage (15%-27% → 16%-28%) with no compensation on knockback.
- The aerial version sends at a higher angle when fully charged (45° → 50°), slightly reducing its KO potential despite its increased damage.
- Kirby may use his uncharged or fully charged voice lines from Smash 4 when swinging an uncharged Hammer.
- A fully charged Hammer triggers Special Zoom.
- Final Cutter:
- Final Cutter has less landing lag (34 frames → 30).
- It can snap to the ledge earlier (frame 36 → 33).
- The rising hit has a longer duration (frames 23-24 → 23-26). The set knockback during the additional active frames is lower (117/102 → 60/50) to link into the falling hit as well.
- The landing hit no longer has set knockback (120 set/100 scaling → 85 base/95 scaling).
- The falling hit has smaller hitboxes (6.5u → 6u (meteor), 6u → 5.5u (late)).
- The falling hit's meteor smash portion has slightly less set knockback (100 → 96).
- The projectile has a lower hitlag multiplier (1× → 0.7×), although this is compensated by the universal increase to hitlag.
- Stone:
- Aerial Stone has super armor during startup (frames 19-28).
- The landing hit launches at a higher angle (0° → 25°) and has much more base knockback (40 → 86), although with its knockback scaling compensated (40 → 24), allowing it to set up edgeguards more effectively, while also increasing its KO power.
- The aerial hit can no longer combo into the landing hit, significantly decreasing its shield damage.
- If Stone is hit with a reversing move such as Cape, the transformation will visually spin around.
- Stone can transform into a Treasure Chest found in The Legend of Zelda: Breath of the Wild's shrines.
- If Kirby is metal when using Stone, the transformation will also be metal.
- Kirby doesn't change back to normal if he lands underwater.
- Ultra Sword:
- The final hit has less knockback scaling (100 → 95), hindering its KO potential.
- It features a special background effect upon usage, in a similar fashion to the use of Super Abilities in Kirby's Return to Dream Land.
|Fox====Aesthetics===
- 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 vibrant.
- 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.
- Like all characters, Fox is significantly more expressive than in previous games.
- 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.
- Opponents and items hit by Fox's lasers have a black puff of smoke appear off them, as if they are being burned.
- 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.
- Fox's taunts have been tweaked.
- 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.
- Side taunt has an altered animation: Fox spins his Blaster in his hand rather than tossing it in the air.
- Down taunt has Fox saying "Come at me." instead of "Come on!".
- 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. [1]
Attributes
- The changes to perfect shielding 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.
- Like all characters, Fox's jumpsquat animation takes 3 frames to complete (down from 4).
- Fox's weight has been decreased (79 → 77), being lighter than Kirby and the 5th lightest character in the game.
- Fox runs significantly faster (2.184 → 2.402).
- Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.
- Fox walks faster (1.45 → 1.523).
- Fox's air speed is noticeably faster (0.96 → 1.11), being average instead of below-average.
- Fox's falling speed and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.
- 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.
- Fox's traction is higher (0.06 → 0.115).
- The removal of un-techable 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.
- Forward roll grants less intangibility (frames 4-14 → 4-12).
- Back roll has more ending lag (FAF 27 → 33).
- Spot dodge has less ending lag (FAF 25 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has more ending lag (FAF 31 → 39), although it is the fastest in the game due to the universal changes.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 6 → 5), which transitions into the infinite faster (frame 7 → 5).
- The infinite has a shorter gap between hits (4 frames → 2) and a lower hitlag multiplier (1× → 0.5×), allowing it to connect more reliably and making it harder to escape, despite its higher SDI multiplier (0.4× → 0.6×).
- The first hit and infinite deal less damage (2% → 1.8% (hit 1), 0.7% → 0.6% (infinite)).
- The first and second hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2)), giving opponents more time to SDI them.
- The second hit's hitboxes have a shorter duration (frames 2-3 → frame 2).
- The infinite has more startup (frame 3 → 5), no longer possessing an early hit that deals 0.4%, though this is mitigated by the second hit's faster transition into it.
- The infinite's finisher has more ending lag (FAF 33 → 39).
- The first and second hits have altered angles (35°/80°/20° (hit 1), 40°/76°/68° (hit 2) → 361°/180°) and knockback (hit 1: 15 base/40 scaling → 20/15 base/35/33/20 scaling, hit 2: 25/32 base/70/80 scaling → 20 base/35/33/20 scaling) to keep opponents close to Fox, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their guaranteed jab cancel setups.
- The first and second hits have altered animations, with Fox standing more upright rather than lunging forward.
- The infinite has gained a shieldstun multiplier of 6×. 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 Fox more easily if they shield 10 hits or more.
- The infinite's finisher has higher base knockback (30 → 55), but lower knockback scaling (170 → 130).
- Forward tilt:
- Forward tilt angled up deals less damage (8% → 7%).
- For all angles, forward tilt has higher base knockback (10 → 40), but lower knockback scaling (110 → 80). This makes it safer on hit at low percents, but hinders its KO potential while also hindering its locking potential.
- Up tilt:
- 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.
- The clean hit's grounded sweetspot deals less damage (9% → 8%).
- The sourspots take priority over the sweetspots, diminishing the move's damage potential.
- Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).
- 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.
- The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, they can no longer true combo into an up aerial as a KO option at high percents.
- Down tilt:
- Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and has gained a hitstun modifier of 3. This noticeably improves its combo potential.
- Its hitboxes have been slightly reduced, with the farthest hitbox having been removed altogether (3.3u/3.2u/3u/2u → 3.2u/2.8u/3u).
- Due to the farthest hitbox's more horizontal angle, it can no longer true combo into an up aerial as a KO option at high percents.
- It uses a slap SFX instead of a punch SFX on hit.
- Dash attack:
- Dash attack has less ending lag (FAF 36 → 32), improving its combo potential.
- It has gained a shieldstun multiplier of 1.8×. Combined with its lower ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.
- Due to the changes to jostle mechanics, it can no longer cross-up shields, allowing it to be punished more easily despite its increased shieldstun.
- It has a higher hitlag multiplier (1× → 1.15×).
- Forward smash:
- Forward smash deals more knockback (20 base/98 scaling → 28/100 (clean), 20 base → 30 (late)), improving its KO potential and improving its safety at lower percentages.
- It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance.
- Up smash:
- Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.
- The early clean hit deals consistent damage (16%/14% → 16%).
- 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.
- It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.
- The move's ending animation has been modified: Fox does a three point landing after doing his up smash.
Aerial attacks
- All aerials have less landing lag (11 frames → 7 (neutral), 27 → 18 (forward), 15 → 9 (back), 22 → 13 (up), 25 → 17 (down)).
- Neutral aerial:
- Neutral aerial has less ending lag (FAF 42 → 39).
- Its hitboxes have a shorter duration (frames 4-25 → 4-23).
- Forward aerial:
- Forward aerial deals significantly more damage (2%/1%/0.6%/0.8%/3% → 1.8%/1.3%/1.8%/2.8%/4.8% (hits 1-5), 7.4% → 12.5% (total)), with knockback scaling compensated on the last hit (130 → 103).
- The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.
- All hits after the first come out faster (frame 13, 19, 26, 32 → 11, 16, 21, 26), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 51 → 44).
- Due to the move's auto-cancel window remaining unchanged, this effectively increases its ending lag before it can auto-cancel.
- Due to the shorter gaps between hits, and rage no longer affecting set knockback, the move cannot lead into a footstool as effectively, hindering its gimping potential.
- Due to Fox's higher gravity, and no compensation on the vertical boosts from the kicks, the move is much less effective at extending Fox's jumps, stalling him in the air and makes it much harder to auto-cancel in a full hop.
- The move has gained a landing hitbox, which improves its safety on landing, but hinders its tech-chasing capabilities.
- It has an altered animation.
- Back aerial:
- Back aerial auto-cancels slightly later (frame 15 → 18), making it harder to auto-cancel in a short hop fast fall.
- It has an altered animation, with Fox facing more towards the screen, and leaving his leg outstretched for the entirety of the hitbox duration, effectively increasing the range of the last 2 frames of the active frames.
- Up aerial:
- The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).
- Fox's higher falling speed and gravity prevents up aerial to auto-cancel in a short hop unless inputted in the first frame of jumpsquat.
- 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.
- The first hit of up aerial uses a slap SFX instead of a punch SFX on hit.
- Down aerial:
- Down aerial's linking hits deal more knockback (5 set/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.
- They also have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.
- It auto-cancels slightly earlier (frame 29 → 28).
- The hitbox on the foot is slightly larger (3u → 3.2u), but is no longer extended.
- The final hit's foot hitbox is noticeably smaller (8.5u → 7u).
- The move can no longer be frame canceled, worsening its landing hit's combo potential at higher percents despite its lower landing lag.
- Down aerial's linking hits deal more knockback (5 set/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.
Throws and other attacks
- All grabs have increased ending lag (FAF 29 → 37 (standing), 36 → 45 (dash), 34 → 40 (pivot)).
- All grabs are less extended (Z2 offset: 9u → 8u (standing), 10.8u → 9.6u (dash), -15u → -13.5u (pivot)), reducing even further his already poor grab range.
- Pummel:
- Pummel deals less damage (1.2% → 1%).
- 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.
- Pummel has an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.
- Back throw:
- Back throw launches opponents at a higher angle (45° → 56°), worsening its ability to set up edgeguards.
- Down throw:
- Due to the new knockback speed up effect decreasing hitstun for higher knockback values, as well as Fox's slower initial dash speed, the move has lost its combo potential almost entirely, only leading into a forward aerial at very low percents if the opponent does not DI away.
- Down throw fires three lasers instead of four, but they deal more damage (1.5% → 2%), leaving the total damage unchanged.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Blaster:
- Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its camping ability.
- The lasers have a slightly longer duration (20 frames → 22), and thus more range.
- Fox Illusion:
- Fox Illusion deals more damage (3% → 8% (grounded), 5% (aerial)), with knockback only fully compensated on the aerial version (10 base/170 scaling → 30/110 (grounded), 10/200 → 15/148 (aerial)). This drastically increases the grounded version's knockback, allowing it to KO middleweights under 180%.
- It can no longer send opponents behind Fox, allowing the aerial version to start combos more consistently.
- The grounded version has much less ending lag (FAF 70 → 56).
- Fox Illusion has more startup lag (frame 21 → 25).
- The aerial version has more ending lag (FAF 70 → 73).
- The move covers slightly less distance, and it immediately halts when it hits an opponent's shield, making it easier to punish.
- Fire Fox:
- Fire Fox deals less damage on the initial hits (2% → 1.8%), but more on the dash (14% → 16% (clean), 8% → 10% (late)), allowing it to still deal slightly more total damage (28% → 28.6%).
- The initial hits deal less knockback (28 base/30 scaling → 20/20), and have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.6×), allowing them to connect more effectively despite launching at a more vertical angle (110° → 105°).
- The dash deals more knockback (60 base → 70 (clean), 60 base/60 scaling → 85/50 (late)), which alongside its increased damage improves its KO potential, despite launching at a lower angle (80° → 60°).
- It also has larger hitboxes (5.3u (clean)/4.7u (late) → 7.2u/5u).
- Fire Fox travels a shorter distance.
- Its charging animation has been altered, and Fox glances up before firing.
- Reflector:
- Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).
- It has gained intangibility on frames 2-3, improving its utility as a combo breaker and as a gimping tool.
- The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.
- Its hitbox has a shorter duration (2 frames → 1).
- Only the first use will stall Fox in the air before landing.
- Reflector is a darker shade of blue.
- Final Smash:
- Fox has a new Final Smash called Team Star Fox, which involves an Arwing strike. Upon activating, Fox yells, "It's go time!" If the Arwings successfully catch their target, Fox yells, "Star Fox, fire at will!" with it captioned on screen during the cinematic.
- If Team Star Fox is used against Wolf, Fox will say, "This is the end for you, Wolf!"
- Team Star Fox is easier to avoid compared to the Landmaster and has less versatility.
- Team Star Fox can potentially deal more damage than the Landmaster, and the single hit has increased KO power, making it more consistent.
- Due to being a cutscene Final Smash, Fox can no longer accidentally self-destruct like he could in the Landmaster.
- Fox has a new Final Smash called Team Star Fox, which involves an Arwing strike. Upon activating, Fox yells, "It's go time!" If the Arwings successfully catch their target, Fox yells, "Star Fox, fire at will!" with it captioned on screen during the cinematic.
|Pikachu====Aesthetics===
- Due to the aesthetic used in Ultimate, Pikachu's model has a more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games.
- Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and Choice Band costumes from SSB4, partially due to reintroduction of Pichu as a playable character.
- The first costume features Selene's casual cap from Pokémon Sun and Moon.
- The second costume features the Libre costume from Pokémon Omega Ruby and Alpha Sapphire.
- 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.
- 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.
- Pikachu's cheeks flash white when it uses electric attacks.
- Pikachu only waves once during its side taunt, shortening its duration. Down taunt is also faster.
- For its side taunt, the voice clip duration of the second "Pika" has been shortened; cutting off prematurely.
- All of Pikachu's tail-based attacks now use a slap SFX rather than a kick SFX.
Attributes
- Like all characters, Pikachu's jumpsquat animation takes 3 frames to complete (down from 4).
- Pikachu walks slightly faster (1.24 → 1.302).
- Pikachu runs faster (1.85325 → 2.039).
- Pikachu's initial dash is faster (1.8 → 1.98).
- Pikachu's air speed is slightly higher (0.9118 → 0.957).
- Pikachu's traction is significantly higher (0.0596 → 0.132), being the fourth highest in the game.
- Both rolls have more ending lag (FAF 27 → 29 (forward), 34 (back)).
- Back roll grants more intangibility (frames 4-14 → 4-15).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 51).
Ground attacks
- Neutral attack:
- Neutral attack has less ending lag (FAF 22 → 18).
- It deals less knockback (10/9/8 base/45 scaling → 12/18 base/20/30 scaling). Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.
- The sweetspot and mid-strength hitboxes have been moved very slightly forward (Z offset: 7 (sweetspot)/9.5 (mid) → 7.2/9.6), marginally improving their range and thus the move's overall damage output, while the changes to jostle mechanics make up for the hitboxes not reaching in as far as a result.
- Forward tilt:
- Forward tilt has an electric effect.
- Up tilt:
- Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
- Because of this, it can no longer hit opponents hanging at the ledge.
- The middle hitbox is marginally smaller (3.84u → 3.8u).
- Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
- Down tilt:
- Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
- Dash attack:
- Dash attack has significantly less ending lag (FAF 50 → 36).
- It has gained a shieldstun multiplier of 1.8×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it much safer on shield, with the clean hit being only barely punishable by a shield grab.
- The clean hit deals more damage (10% → 11%) with knockback scaling not fully compensated (90 → 88), improving its KO potential.
- Its hitboxes have a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
- It has a higher hitlag multiplier (1.2× (clean), 1× (late) → 1.5×), making it much easier to DI.
- Forward smash:
- All portions of forward smash have more horizontal range during their latest active frames (Z offset: 9.2 → 11.2 (early), 15.6 → 18.6 (clean), 23 → 25 (late)).
- The early hit has a shorter duration, which causes the clean and late hits to be active earlier, and the late hit has a longer duration (frames 15-17 (early)/18-20 (clean)/21-22 (late) → 15-16/17-19/20-29).
- Forward smash has more ending lag (FAF 49 → 54).
- The clean hit and the late hit during its latest active frames have a smaller hitbox (4.1u → 3.6u (clean), 5.2u → 4u (late)).
- The clean hit has less base knockback during its first frame (60 → 50), making its KO ability less consistent.
- Up smash:
- Up smash's early hit has a longer duration, with the late hit having a shorter duration instead (frames 10-11 (early)/12-13 (clean)/14-17 (late) → 10-12/13-14/15-17).
- Down smash:
- Down smash's looping hits have a lower SDI multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.
- The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.
- The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192).
Aerial attacks
- All aerials have much less landing lag (24 frames → 9 (neutral), 15 → 12 (forward), 30 → 18 (back), 24 → 14 (up), 40 → 22 (down)).
- Neutral aerial:
- Pikachu has a new neutral aerial: it discharges electricity around itself, hitting 4 times, similarly to Mewtwo's neutral aerial.
- Neutral aerial has a longer duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22) with its total duration is unchanged, reducing its ending lag.
- The first three hits use the autolink angle (367°). This allows Pikachu to drag opponents down with the move and combo into many of its ground attacks, which is further complemented by its lower landing lag.
- The last hit launches at a more vertical angle (361° → 60°). Combined with its multi-hit nature, this significantly improves its combo potential.
- It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).
- Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.
- It auto-cancels slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.
- Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.
- It has a lower hitlag multiplier (1× → 0.8×).
- Forward aerial:
- Forward aerial hits six times instead of five, and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5) → 1.4% (hits 1-5), 4.8% (hit 6); total: 9.8% → 11.8%).
- It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.
- The looping hits have different angles (74°/280° → 35°/310°/60°/290°), allowing them to connect better.
- The last hit deals less base knockback (50 → 40), but has more knockback scaling (150 → 154), which alongside its higher damage output improves its combo and KO potential.
- It has slightly more startup lag (frame 10 → 11).
- However, its total duration is unchanged, giving it one frame less ending lag.
- The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (rehit rate: 3), 27).
- Back aerial:
- Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.
- The last hit always sends behind Pikachu, making it easier to combo and edgeguard with.
- The looping hits have larger hitboxes (3.5u/3.5u → 4.2u/4.2u), allowing them to connect better.
- The last hit has less knockback scaling (180 → 160), increasing its combo potential, but reducing its KO potential.
- It hits six times instead of eight with its damage compensated (0.8% (hits 1-7), 3% (hit 8) → 1% (hits 1-5), 3.6% (hit 6)) and its animation has been sped up.
- This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.
- However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).
- It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position.
- Up aerial:
- Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.
- Down aerial:
- Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and meteor smashes 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.
- Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is reduced.
Throws and other attacks
- Grabs:
- Standing grab has a larger hitbox (3.1u → 4u), slightly increasing its range despite extending slightly less far horizontally (Z2 offset: 8.1u → 7.9u).
- All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12) and ending lag (FAF 28/35/33 → 37/45/40).
- Dash and pivot grab do not extend as far horizontally (Z2 offset: 9.8u → 9u (dash), 13.4u → 12.7u (pivot)), reducing their range.
- Pikachu grabs the opponent with one hand instead of two.
- Pummel:
- Pummel deals more hitlag (3 frames → 12), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 16 → 6), slightly shortening its duration.
- It deals less damage (1.9% → 1%).
- When pummeling, Pikachu headbutts the victim as well instead of just using electricity.
- Forward throw:
- Forward throw no longer has any hitlag, executing faster as a result.
- Back throw:
- Back throw releases the opponent faster (frame 31 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pikachu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to DI.
- The throw's speed is no longer weight-dependent.
- Up throw:
- Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw), 4% → 8% total) with knockback scaling not fully compensated (150 → 129), granting it KO potential at around 170%.
- The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use in doubles play.
- Its increased knockback reduces its combo potential, especially into Thunder.
- Down throw:
- Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential.
- The first hit is coded to disappear on the same frame it comes out. As a result, the throw deals less damage (8% → 5%) and no longer hits bystanders, but oddly enough, Pikachu and the thrown opponent still experience hitlag from the first hit.
- It launches at a slightly more vertical angle (80° → 83°).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
- It has increased intangibility (frames 1-20 → 1-25).
- It has more ending lag (FAF 54 → 56).
Special moves
- Thunder Jolt:
- Thunder Jolt has less ending lag (FAF 58 → 52).
- It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).
- It has negative shield damage (0 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)).
- Skull Bash:
- Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).
- It has less ending lag it if doesn't hit an opponent (FAF 81 → 75).
- If the move hits an opponent, it causes Pikachu to bounce back in a recoil animation with much less ending lag (FAF 45 → 22), even if the opponent shields it, making it safer to use.
- Quick Attack:
- Quick Attack no longer has RCO lag.
- Pikachu's body no longer stretches as much during the move, which means opponents cannot hit Pikachu by attacking the space above it.
- Quick Attack cancelling is no longer possible, hindering Pikachu's approach options, especially from the ledge.
- It has an angle indicator to telegraph Pikachu's trajectory. This may help prevent missed directional inputs, but makes Pikachu's movement more predictable.
- Thunder:
- Thunder's discharge has more knockback scaling (66 → 77), improving its KO potential.
- The meteor smash at the cloud deals set knockback (74 base/60 scaling → 55 base/125 set/60 scaling), allowing it to connect more consistently into the discharge.
- When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint, much like its depiction in the Pokémon anime.
- Volt Tackle:
- Volt Tackle involves Pikachu dashing forward quickly while surrounded by a ball of electricity. If this initial attack connects, Pikachu traps the opponent in place and speeds around the stage at different angles, racking up damage before launching opponents with an electric blast at the end of the move.
- Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.
- Pikachu can no longer chase down opponents if the initial attack misses, and may self-destruct if initiated too close to the edge.
|Luigi====Aesthetics===
- Due to the aesthetic used in Ultimate, Luigi's model features a less saturated, subdued color scheme.The fabric of his clothes feature subtle detailing, and his buttons are more glossy. Altogether, these changes make him appear virtually identical to his appearance as of Super Mario Odyssey.
- Luigi's idle animation has been slightly altered, with his head turned toward the screen and his arms moving in a more circular motion. However, he reverts to his previous idle animation while holding a small item.
- 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.
- Luigi has a new dashing animation akin to how he runs in Luigi's Mansion and other games such as the Mario & Luigi series. Luigi has a more upright posture in this new animation, making his hurtbox slightly bigger vertically, but also makes it narrower horizontally.
- Air dodge and backwards jump animations have changed. Additionally, Luigi now faces the screen instead of away while sleeping.
- As with Mario, Luigi's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
- Luigi's victory animation where he throws rapid punches was slightly altered, with a different animation for gasping at the end.
Attributes
- Like all characters, Luigi's jumpsquat animation takes 3 frames to complete (down from 5).
- Luigi walks faster (1.08 → 1.134).
- Luigi runs faster (1.5 → 1.65).
- Luigi's initial dash is significantly faster (1.28 → 1.815).
- Luigi's air speed is slightly higher (0.7341766 → 0.77).
- Luigi falls faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to juggling, but makes him more susceptible to combos.
- Luigi's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
- Luigi's gravity is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.
- Luigi has significantly higher traction (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 58).
Ground attacks
- Neutral attack:
- The first hit can be held for a consecutive jab, akin to Mario's.
- The third hit has static hitboxes with different sizes (4.5u/4.5u → 5u/3.5u), making its outermost hitbox bigger and the innermost one smaller, increasing its range overall.
- The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also having less base knockback (65 → 60).
- The first hit has an altered animation where Luigi doesn't lunge forward as much. In addition, its hitboxes were shrunk to match his arm and fist, reducing the attack's range (4.5u/3.0u/3.5u → 1.4u/1.7u/2.0u).
- The first and second hits have altered angles and knockback to keep opponents close to Luigi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
- Forward tilt:
- Forward tilt deals more damage (8% → 9%) and has much more base knockback (2 → 50), without full compensation on its knockback scaling (100 → 75). This improves its safety on hit at low percents due to sending the opponent into tumble earlier (75% →17%), while also greatly increasing its KO potential overall, allowing it to KO below 200%.
- However, due to its increased knockback, it can no longer lock opponents.
- The outermost hitbox has been moved further outwards (X offset: 3.6u → 4u), slightly improving the move's range.
- It has lost the smallest hitbox located at Luigi's torso, and its knee hitbox has been slightly reduced (4.8/4u/3.4u → 4.8u/3.8u), worsening its coverage at point blank range.
- It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.
- Up tilt:
- Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original Super Smash Bros..
- Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of Battlefield, and opponents further in front of him.
- It has less ending lag (FAF 31 → 28), which combined with the previous change, this improves its combo potential.
- It can no longer hit opponents behind Luigi.
- Down tilt:
- Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
- It no longer has a bonus trip chance.
- 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 has drastically less ending lag (FAF 76 → 48).
- It 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.
- The first four hits have a higher hitlag multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to SDI them, which was previously impossible due to their lack of hitlag.
- The first four hits have a different angle (10°/65° → 0°) and more base knockback (26/60 → 51/74). Combined with the increased traction across the cast, this generally helps them connect more reliably; however, it is also more prone to whiffing at high percents as a result, especially at the edge.
- The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).
- Forward smash:
- Forward smash launches at a lower angle (65° (up)/53° (non-angled)/45° (down) → 52°/42°/37°), with the upward and non-angled variants also having higher knockback scaling (121 (up)/116 (non-angled) → 131/121), greatly improving their KO potential despite the downward variant's slightly lower knockback scaling (117 → 116).
- Up smash:
- Up smash has increased knockback scaling (98 → 102), improving its KO potential.
- Luigi's nose is intangible along with his head while the hitboxes are active, instead of only his head being intangible.
- The move's animation has been reversed, with Luigi facing towards the screen rather than away from it.
- Down smash:
- Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
- Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents towards Luigi. This hinders their setup and KO potential, without meaningfully improving their ability to get opponents offstage.
- The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.
Aerial attacks
- 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 is interruptible, giving it one frame less ending lag (FAF 46 → 45).
- Luigi's head is slightly repositioned when using it.
- Forward aerial:
- Forward aerial's animation has been altered, with Luigi's arm swinging in a fuller arc ending slightly further down while the hitbox is active, increasing its range below him.
- Luigi sports an angry expression when using the move.
- Back aerial:
- Back aerial always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
- It has one frame less ending lag (FAF 46 → 45), allowing Luigi to act just before the animation ends.
- Luigi has a neutral expression when using the move instead of a scared expression.
- Up aerial:
- Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and auto-cancel the second one, like in Brawl and Smash 64.
- Down aerial:
- 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.
- The clean hit has a lower hitlag multiplier (2× → 1.4×).
- 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
- Luigi has a tether grab, using his Poltergust G-00 from 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.
- Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
- 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.
- 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 has Luigi squeeze the opponent with the Poltergust.
- It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.2% → 1.3%).
- The speed of Luigi's throws is no longer weight-dependent. This improves his up and down throws' combo potential on heavyweights, but reduces it on lightweights.
- Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.
- Forward throw:
- Luigi has a new forward throw: the Slam used in Luigi's Mansion 3.
- It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).
- Back throw:
- Luigi has a new back throw: a backward Slam with the Poltergust.
- It releases opponents drastically faster (frame 44 → 15) and inflicts 4 frames of hitlag to the opponent, with its total duration reduced as well (FAF 67 → 38), making it harder to DI and much more consistent for KOs.
- Luigi releases the opponent farther away from him, slightly improving its KO potential.
- Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
- Up throw:
- Luigi has a new up throw: he swings his opponent upward with the Poltergust.
- It has increased combo ability due to Luigi's faster jumpsquat and jump speed.
- 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.
- Down throw:
- Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.
- It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.
- It releases the opponent slower (frame 18 → 29), but it no longer causes 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, granting it multiple KO setups at high percents.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
- Down taunt:
- Due to Luigi's down taunt using set knockback, it is unaffected by Ultimate's knockback speed up mechanic and thus does not have reduced hitstun like other moves that cause tumbling, greatly improving its combo potential onstage in conjunction with Luigi's faster jumpsquat and jump speed. This is further compounded by grounded meteor smashes no longer being techable, allowing it to guarantee combos and KO setups at high percents if it hits.
- Due to the inability to taunt in Quickplay matches (except to discard Copy Abilities as Kirby), Luigi cannot take advantage of his down taunt's offensive capabilities in said online mode.
Special moves
- Fireball:
- It has received negative shield damage (0 → -3 (clean)/-2.5 (late)), effectively dealing half its usual damage to shields.
- Green Missile:
- Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
- It travels farther when fully charged.
- The regular version has intangibility after releasing the charge (frames 1-5).
- The regular version has increased base knockback (20 → 30), improving its KO potential when charged.
- The regular version has larger hitboxes (4.2u → 4.8u).
- Misfire covers more horizontal distance, but less vertical distance. Therefore, it's easier to land a misfire while grounded.
- Luigi's misfire animation has been changed, having him spin.
- Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.
- Super Jump Punch:
- Super Jump Punch has significantly decreased landing lag (68 frames → 45).
- It grants more vertical distance.
- The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.
- The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.
- It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
- The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).
- The move has issues connecting against certain characters due to the changes to jostle mechanics.
- Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
- Luigi Cyclone:
- Luigi Cyclone grants Luigi full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
- The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
- It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.
- It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.
- It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.
- Luigi Cyclone has much less horizontal maneuverability on the ground.
- It gains significantly less height from button mashing, essentially removing its usefulness in recovery, and considerably weakening Luigi's recovery overall.
- The addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to gimp opponents offstage.
- Luigi Cyclone has a more opaque vortex form around Luigi when used.
- The aerial version uses the same ending animation as the grounded version.
- Final Smash:
- While Luigi's Final Smash is the same as in Smash 4, he uses his new Poltergust from Luigi's Mansion 3, the Poltergust G-00.[1] Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
- The release deals less knockback (80 base/160 scaling → 70/142), noticeably weakening its KO potential.
- It releases multiple victims slower.
|Ness====Aesthetics===
- Ness' appearance is largely the same as it was in SSB4, although his model features a more subdued color scheme due to the aesthetic used in Ultimate, now more closely resembles his sprite in EarthBound. The detailing on his clothes and weapons are more prominent, such as the stitching on his socks. His skin tone is also slightly tanned.
- Ness faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some, such as his dash animation.
- Ness' idle animation has been altered: he keeps his arms to his side rather than swinging them around.
- 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.
- Ness' PSI graphic effects have been changed: both rings are thinner and are colored magenta instead of just the smaller circle, closely resembling the appearance of Hypnosis in Mother 3.
- Air dodge animation has changed.
- Ness' victory poses have been slightly altered:
- When Ness poses with his bat, he swings his bat only once instead of multiple times.
- Ness skips into the victory area instead of hopping in place.
- He has a more astonished expression during his look-about victory pose.
- Ness has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.
Attributes
- Like all characters, Ness' jumpsquat animation takes 3 frames to complete (down from 5).
- Ness runs faster (1.46265 → 1.609).
- Ness' initial dash is much faster (1.3 → 1.826).
- Ness walks slightly faster (0.8635 → 0.907).
- Ness' air speed is higher (0.9588 → 1.007).
- Ness' traction has been significantly increased (0.0546 → 0.131), going from average to being tied for the fifth highest traction in the game.
- Ness jumps higher.
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 28 → 26).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 60), being one of the slowest.
- 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 Lucas), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using PK Thunder.
Ground attacks
- Neutral attack:
- The first hit drags opponents towards Ness with the farthest hitboxes (361° → 180°), and the second hit uses a different angle throughout (70° → 361°). Both hits also have altered knockback (8 base/50 scaling → 30/20 base/25/15 scaling (hit 1), 30/20/25/20 (hit 2)). This allows for the full neutral attack to connect more reliably.
- Consecutive uses of the first hit are faster (9 frames → 7).
- The first hit transitions faster into the second hit (frame 7 → 5), which transitions faster into the third hit (frame 7 → 6).
- All hits have a higher hitlag multiplier (1× → 1.7× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- The second hit deals less damage (2% → 1.5%).
- The third hit has a shorter hitbox duration (frames 6-9 → 6-7).
- Forward tilt:
- Forward tilt has drastically increased base knockback (12 → 35), turning it into a viable KO option starting at around 155% from the center of Final Destination.
- It deals more damage when not angled (9% → 10%), no longer dealing less damage than the angled versions, and thus making its KO ability consistent.
- The hitboxes have been moved slightly inwards (X offset: 0.7u/2.9u → 0.6u/2.7u), marginally reducing its range.
- Up tilt:
- Up tilt has less startup, with the sweetspot having a longer duration (frames 7-8 → 5-6 (sourspot)/5-8 (sweetspot)), and less ending lag (FAF 32 → 29). This improves its combo potential and allows it to function more effectively as an anti-air.
- It has more knockback scaling (126 → 140), improving the sweetspot's KO potential, without worsening the move's combo ability due to its reduced lag and Ness' faster jumpsquat.
- Down tilt:
- Down tilt deals more damage (4%/2% → 4.5%/3%).
- It can be interrupted earlier by actions besides another down tilt (FAF 14 → 12).
- Its base knockback and knockback scaling have been reversed (3/6 base/20 scaling → 20/3). This increases its safety on hit at low percents so that opponents in range can no longer shield in-between hits, improving its reliability for racking up damage.
- The increased shieldstun for tilts allows down tilt to repeatedly hit and keep opponents locked into their shields until they get out of the move's range or are shield stabbed, improving its offensive utility.
- It no longer has a bonus trip chance, removing its guaranteed setups.
- Dash attack:
- Dash attack's second hit extends backwards (Z offset: 16u → 13u-16u), improving its ability to hit opponents next to Ness.
- 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):
- 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.
- They have a lower maximum damage multiplier (1.4× → 1.2×) and cannot be held as long as most other smash attacks.
- The text on the yo-yo reads "SUPER NINTENDO 2018 MOTHER".
- Up smash:
- Up smash has less ending lag (FAF 56 → 53).
- It no longer possesses an early hit that deals 9%, allowing it to KO more consistently.
- It has considerably more knockback scaling (60 → 79), significantly improving its KO potential.
- It has more startup (frame 6 → 10), no longer hitting behind Ness during its first active frames.
- Down smash:
- Down smash deals one hit less at both sides, increasing its startup (frame 10 → 12) and reducing its total damage (12% → 11%).
Aerial attacks
- All aerials have much less landing lag (18 frames → 8 (neutral), 20 → 12 (forward), 17 → 10 (back), 14 → 8 (up), 28 → 12 (down)).
- Neutral aerial:
- Ness emits PSI from his hands when using the move. It also uses a magic effect and SFX, rather than a neutral effect with punch SFX.
- Forward aerial:
- Forward aerial deals more damage (1% → 1.5% (hits 1-3), 4% → 5.5% (hit 4); 7% → 10% (total)), with knockback scaling not fully compensated on the last hit (150 → 128), improving its KO potential.
- Back aerial:
- Back aerial's outer hitbox has been moved outward and down (X offset: 2.7u → 3.7u, Y offset: 0u → 2u), improving its horizontal range and better matching the inner hitbox in height.
- Up aerial:
- Ness has a new up aerial: he waves his hand in an overhead arc while emitting PSI from his index finger. It is a multi-hit move, dealing up to five hits.
- Up aerial has a longer hitbox duration (frames 8-11 → 8-14 (hits 1-4), 15-16 (hit 5)), and more disjointed vertical range above Ness.
- It has less ending lag (FAF 42 → 34). Coupled with its longer duration and multi-hit nature (guaranteeing opponents are launched during the latest active frames), this allows it to combo into itself in the air from low to mid percents.
- The first four hits use the autolink angle (366°). This allows Ness to drag opponents down to the ground with the move and combo into several others, which is further complemented by its lower landing lag.
- It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.
- Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.
- It auto-cancels later (frame 27 → 34), matching its interruptibility.
- 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 is interruptible, reducing its ending lag (FAF 60 → 55).
- 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.
- It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).
- It auto-cancels earlier (frame 50 → 41), allowing Ness to auto-cancel it in a short hop like in earlier Smash titles.
- The clean hit has a much larger hitbox (3.9u → 6u), making it easier to land.
- The removal of teching for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag and better auto-cancel window, significantly improve its combo potential onstage.
- Down aerial uses a kick SFX instead of a magic SFX on hit.
- Its animation was reversed to make Ness face the screen. The landing animation was also tweaked.
Throws and other attacks
- Ness grabs and pummels his opponents using PSI, with accompanying sound effects.
- Grabs:
- Standing grab has increased ending lag (FAF 35 → 38).
- Dash grab has more startup (frame 8 → 9) and ending lag (FAF 43 → 46), and slightly less horizontal range (Z2 offset: 10u → 9.8u).
- Pummel:
- Pummel deals slightly more damage (1.2% → 1.3%).
- It has less startup (frame 3 → 1) and ending lag (FAF 10 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.
- It uses a magic effect, rather than a neutral effect.
- Back throw:
- Back throw releases the opponent closer to Ness, slightly reducing its KO potential.
- Down throw:
- Down throw's first three hits have a lower hitlag multiplier (1× → 0.5×), allowing it to execute faster.
- It launches the opponent earlier (frame 30 → 28), and has a slightly longer duration (FAF 50 → 51), reducing its combo potential.
- While the move's total damage is unchanged, it deals four hits before the throw instead of five, which have redistributed timings (frames 10/14/18/22/26 → 6/10/14/27) and damage values (0.6% (hits 1-5) → 0.5% (hits 1-3), 1.5% (hit 4)).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- PK Flash:
- PK Flash travels faster, and reaches its full charge much quicker (frame 150 → 121).
- It has five frames less ending lag (uncharged: FAF 70 → 65).
- It can travel through soft and semisoft platforms. It also no longer dissipates immediately upon making contact with hard platforms, allowing its full charge to be unleashed on the ground by simply holding the button, much like in Melee.
- The explosion has a longer hitbox duration (1 → 4 frames) and is larger (size multiplier: 0.9× uncharged/1.43× fully charged → 1.05×/1.8×).
- It no longer causes helplessness when used in the air, allowing Ness to hit opponents near edges from offstage without self-destructing.
- It has much more base knockback (10 → 50), with knockback scaling barely compensated (70 → 65), strengthening it at lower charge levels. Combined with its lower ending lag, and the increased hitlag in Ultimate, which effectively lengthens the move's frame advantage on hit due to its projectile properties, it can also start combos at low to mid percents if the opponent is hit close enough to Ness.
- It deals significantly less damage when fully charged (37% → 27%), hindering its KO potential despite its increased knockback values.
- PK Flash has a more aquamarine color and emits its respective EarthBound graphic (specifically the "α" form) upon detonating.
- PK Fire:
- PK Fire has less startup (frame 21 → 18), with its total duration reduced as well (FAF 59 → 56).
- It has significantly less landing lag (30 frames → 12), improving the aerial version's zoning ability.
- The spark is bigger and deals more damage on its initial hit (4% → 6%).
- Due to the universal nerfs to roll intangibility frames, PK Fire can catch rolls more effectively.
- The flame pillar has a faster rehit rate (11 → 7), but no longer has a hitbox that deals more damage (2%/1% → 1%). As a result, it cannot deal as much damage, but it is more consistent overall.
- PK Fire pushes Ness back slightly, similar to Lucas's PK Fire.
- Ness uses one hand to fire the projectile while emitting a red spark from his index finger. Diamond-shaped PSI energy also rises up within the fire pillar, resembling PK Fire γ's graphics from EarthBound.
- PK Thunder:
- PK Thunder deals more damage (8% → 11%) and has increased knockback scaling (50 → 55), allowing it to KO near the top blast line at high percents.
- The new air dodge mechanics significantly improve its edgeguarding ability, allowing Ness to pressure opponents more reliably and force them to spend their air dodge, leaving them open to punishes.
- PK Thunder emits yellow hexagon-shaped PSI energy, which more closely resembles its appearance in EarthBound.
- It has an angle indicator when the ball of lighting moves close to Ness. While this allows for the player to more accurately determine the trajectory Ness will travel during PK Thunder 2, it also makes it more predictable to opponents.
- PK Thunder 2:
- PK Thunder 2 travels further.
- In addition to its full intangibility during frames 1-9, it grants intangibility on Ness' head during frames 10-32, improving its safety for recovery.
- The window for using PK Thunder again after bouncing off a wall is much bigger. In addition, Ness enters the rebound animation when bouncing against the ground, instead of being knocked down, allowing him to use PK Thunder a second time.
- When hit by PK Thunder 2, the opponent is always launched in the horizontal direction Ness is facing. This makes KOing at very low percents much less likely if the opponent gets hit behind Ness.
- The clean hit triggers Special Zoom upon hitting an opponent.
- PSI Magnet:
- PSI Magnet begins absorbing projectiles faster (frame 10 → 7), and has less ending lag (FAF 30 → 25).
- It no longer halts Ness' horizontal momentum in the air, functioning as it did in Brawl, improving Ness' movement options.
- 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.
- 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 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.
- 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.
|Captain Falcon====Aesthetics===
- Due to the aesthetic used in Ultimate, Captain Falcon's model features a more vibrant color scheme, with his racing suit having a purple tint like in Melee. In addition to an upgrade in detail, his attire appears to have visible scuffs; his logo also appears to be warn-down. His racing suit appears to be less form-fitting, while his muscles are more chistled. His eyes are also larger, akin to Brawl.
- Captain Falcon's logo is now a modeled part of its body rather than a texture.
- Captain Falcon has a slightly altered dashing animation, where he now keeps his hands clenched.
- Captain Falcon's mouth once again moves during his down and side taunts, like in Brawl. Both taunts have also been shortened, with the former now having the same duration when facing either direction.
- 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.
- 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.
Attributes
- Like all characters, Captain Falcon's jumpsquat animation takes 3 frames to complete (down from 5).
- Captain Falcon walks faster (0.94 → 0.987).
- Captain Falcon runs faster (2.32 → 2.552).
- His initial dash is faster (1.7 → 1.98).
- Captain Falcon's traction has been drastically increased (0.05 → 0.105). This makes it easier for him to punish out of shield.
- Captain Falcon's air speed is faster (1.1 → 1.218).
- Captain Falcon falls slightly faster (1.837 → 1.865).
- His fast falling speed is faster (2.9392 → 2.984).
- Forward roll has more ending lag (FAF 28 → 30).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has more ending lag (FAF 34 → 43).
- The changes to air dodges greatly benefit Falcon: the ability to only air dodge once allows him to take better advantage of his fast mobility to pressure and juggle opponents, while their increased ending lag allows him to punish them more effectively with powerful moves such as Knee Smash.
- The ability to run cancel any move significantly benefits Falcon's grounded neutral game and punish game. This allows him to pressure the opponent easier by canceling into a neutral or tilt attack, especially if pivot canceled.
- The ability to tech aerial footstools prevents Falcon from repeatedly footstooling and meteor smashing opponents back into the air with his down aerial, removing one of his most potent damage racking options.
- The reintroduction of dash-dancing hurts Falcon's grounded movement due to possessing one of the slowest initial dashes in the game, as it hinders its mindgame potential.
Ground attacks
- Neutral attack:
- The first hit has an altered animation, with Falcon jabbing underhanded. This slightly lowers its position, allowing it to hit shorter and crouching characters.
- The first hit transitions into the second faster (frame 8 → 5), which transitions into either of the subsequent hits faster (frame 10 → 8).
- The infinite has faster startup (frame 9 → 5), a much shorter gap between hits (5 frames → 2) and reduced knockback (15/15/8 base/50/50/30 scaling → 8 base/15 scaling), in addition to keeping opponents on the ground, and gaining a hitstun modifier of 2 on each hit. This allows it to connect much more reliably.
- The infinite's finisher deals more damage (2% → 3%), though with its knockback scaling compensated (70 → 55).
- The first two hits and the infinite deal less damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)).
- The first three hits have reduced range overall (hit 1: 4.3u/4.3u/3.3u → 2.0/2.3/2.5/2.5; hit 2: 4.3u/4.3u/3.3u → 2.5/3.0/3.6; hit 3: 6.0u/3.5u → 5.5/3.8).
- The infinite's finisher has drastically more ending lag (FAF 40 → 50).
- The infinite has an increased hitlag multiplier (0.3× → 0.5x). Combined with the universally increased hitlag, this allows opponents to SDI the hits, which was previously impossible due to their lack of hitlag, despite their decreased SDI multiplier (0.7× → 0.4×).
- The first and second hits have altered angles (hit 1: 80° → 361°/361°/180°/361°; hit 2: 80° → 361°) and knockback (both hits: 20 set/100 scaling → 20 base/25 caling) to keep opponents close to Captain Falcon, akin to other neutral attacks. This allows them to connect better and lock, but removes their guaranteed jab cancel setups.
- The infinite and its finisher have altered hitbox sizes (infinite: 4.2u/4.0u/4.0u → 2.25/6.5; finisher: 7.0u → 4.5/4.5). This gives the finisher more horizontal range, but reduces its vertical range.
- The infinite has gained a shieldstun multiplier of 9×. 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 Captain Falcon more easily if they shield 10 hits or more.
- Forward tilt:
- It has less startup and a longer hitbox duration (frames 9-11 → 7-10), with its total duration reduced as well (FAF 32 → 30). This makes it safer to use at close range.
- The sweetspot no longer has priority over the sourspots.
- It has significantly increased base knockback, but significantly decreased scaling (10 base/100 scaling → 60/58). This noticeably improves its safety on hit at low percents, but drastically hinders its KO potential, to the point it can no longer KO reliably.
- Up tilt:
- It has less startup (frame 17 → 14), with its total duration reduced as well (FAF 40 → 37).
- It meteor smashes throughout its entirety, including grounded opponents, instead of only aerial opponents at the heel. Due to the removal of teching for grounded meteor smashes, this drastically improves its combo potential.
- This makes the meteor smash stronger if Falcon's knee doesn't connect (22 base → 35).
- It gives Falcon intangibility on his leg, though due to Falcon raising his arm during the animation, he will still rarely be able to avoid a hit.
- It has an altered animation where Captain Falcon's foot no longer reaches all the way to the floor, resulting in a more circular motion. This animation reduces its vertical range, making it almost unable to hit opponents hanging from an edge.
- It no longer moves Falcon forward with each use.
- Down tilt:
- The hitbox on Falcon's torso sends at an inverse angle (25° → 155°).
- Dash attack:
- Both clean and late hits have more knockback scaling (50 → 67). This makes the clean hit stronger (KOing at around 170% without rage), and the late hit much safer on hit at low percentages.
- Forward smash:
- Captain Falcon has a new forward smash: a backhand punch that resembles Warlock Punch.
- It deals more knockback overall (angled up/non-angled: 24 base/95 scaling → 36/94; angled down: 24 base/83 scaling → 36/87), improving its KO potential, especially when angled down.
- It only consists of two hitboxes rather than three (4.5u/3.0u/3.0u → 3.8/3.2). Falcon also doesn't lean forward as much before hitting and no longer lunges forward during the attack. This makes the move harder to land, significantly reduces its range and leaves it prone to missing short opponents.
- Up smash:
- It has less ending lag (FAF 52 → 46). Combined with Falcon's faster jumpsquat and jump speed, this allows it to true combo into an up and forward aerial from low to mid percents.
- 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.
- Both hits deal more damage (hit 1: 6%/11% → 7%/12%; hit 2: 13%/12% → 14%/13%).
- 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.
- 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 has an altered animation where Falcon kicks lower to the ground, allowing it to hit smaller and crouching opponents more easily. In spite of this animation change, its horizontal reach is unaffected.
- It launches at a lower, semi-spike angle (361° → 28°). This improves the move's KO potential especially near edges, despite the second hit's lower knockback scaling (90 → 84).
Aerial attacks
- All aerials except up aerial have reduced landing lag (12 frames → 7 (neutral), 30 → 18 (forward), 12 → 10 (back), 21 → 12 (down)).
- Neutral aerial:
- Neutral aerial transitions faster into the second hit (frame 20 → 13), with its total duration mostly reduced as well (FAF 45 → 40).
- However, this increases its ending lag by 2 frames, making it more difficult to chain multiple neutral aerials without landing.
- The first hit no longer has set knockback (55 set/100 scaling → 50 base/25 scaling), and deals more knockback to grounded opponents (55 set/100 scaling → 65 base/75 scaling), improving its combo potential on landing, despite its increased SDI multiplier (1.0x → 1.4x).
- However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.
- The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.
- 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°).
- The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.
- 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.
- Neutral aerial transitions faster into the second hit (frame 20 → 13), with its total duration mostly reduced as well (FAF 45 → 40).
- Forward aerial:
- Sweetspotted Knee Smash deals more damage (19% → 22%), albeit with its knockback scaling compensated (93 → 81). This damage increase also makes it much harder to punish on landing if shielded.
- Sweetspotted Knee Smash hitbox is larger (3u → 3.75u)
- The move's reduced landing lag increases the usefulness of its late hit's bonus trip chance, allowing Captain Falcon to get true followups if it trips the opponent.
- Back aerial:
- It deals less knockback (25 base/100 scaling → 27/97), KOing slightly later.
- Up aerial:
- It has slightly less ending lag (FAF 34 → 32), improving its combo potential into itself.
- It has one frame more startup and a shorter duration (frames 6-12 → 7-12).
- It has a new animation which is noticeably longer than the previous animation (33 frames → 52). This increases the amount of time Captain Falcon cannot grab the ledge after using the move.
- It has one frame more landing lag (9 frames → 10). Combined with the decreased shieldstun for aerial attacks, this makes it much less safe on shield.
- It deals less damage (clean: 11%/10% → 10%/9%; late: 10%/9% → 9%/8%).
- The clean hit has more base knockback, but less knockback scaling (16 base/100 scaling → 20/96) and sends at a lower angle (70° → 66°). Combined with its lower damage, these changes improve its combo ability, but hinder its KO potential.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
Throws and other attacks
- Falcon has altered swing animations for battering items like the Beam Sword, no longer performing a stab forward when using a forward smash. This applies to all except his dash attack.
- Grabs:
- Standing and pivot grabs have less startup (standing: frame 7 → 6; pivot: frame 12 → 10).
- All grabs have more ending lag (FAF 31 → 36 (standing); 38 → 44 (dash); 37 → 39 (pivot)).
- All grabs have less range on aerial opponents (standing/pivot: 3.3u → 1.65; dash: 2.6u → 1.3).
- Due to Falcon's increased traction, dash grab does not cause him to retain as much horizontal momentum. This significantly decreases its range.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
- It has an altered animation where Captain Falcon strikes the opponent with his left knee, somewhat resembling his Knee Smash.
- Forward throw:
- Forward throw's first hit deals less damage (5% → 3.5%; 9% → 7.5% total).
- Due to Falcon's increased traction no longer allowing him to retain horizontal momentum during the throw, it has lost its combo potential.
- Back throw:
- Back throw's first hit deals less damage (5% → 3.5%; 9% → 7.5% total).
- Up throw:
- Up throw's release deals more damage (3% → 5%; 7% → 9% total), allowing it to KO more reliably at high percents despite its reduced knockback (80 base/110 scaling → 68/100) and very slightly lower angle (85° → 84°).
- Down throw:
- Down throw has less base knockback (80 → 65), but more knockback scaling (45 → 70). Combined with Falcon's increased traction no longer allowing him to retain horizontal momentum during the throw, this hinders its combo potential past low and mid percents despite its higher angle (65° → 68°); most notably, this removes his semi-guaranteed setups into forward aerial at high percents.
- Edge attack:
- Edge attack deals more damage (7% → 10%).
Special moves
- Falcon Punch:
- It has less ending lag when not reversed (FAF 110 → 104).
- It has significantly altered knockback (grounded/aerial/aerial reversed: 0 base/90 scaling → 93/59; grounded reversed: 0 base/90 scaling → 85/65). This makes it no longer unsafe on hit at low percents (as in previous games), and significantly increases its KO power despite its reduced knockback scaling (for reference, it can KO middleweights at 55% from the center of Final Destination).
- 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.
- 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).
- Falcon slides backwards slightly at the end of the move, somewhat improving its safety, especially on shield.
- Falcon Punch does not move Falcon as far when performing the move, slightly reducing its range despite its larger hitboxes.
- Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.
- Falcon Punch's flames are more pronounced and better resemble an actual falcon model than in Smash 4. In addition, the falcon particle effect lingers for much longer.
- Raptor Boost:
- Both versions deal more damage (9% grounded/8% aerial → 10% both), with knockback not compensated on the aerial version, improving the meteor smash's KO potential.
- Grounded Raptor Boost has less startup (inert detector: frame 16 → 10), and less ending lag if it misses (FAF 80 → 72).
- Falcon has damage-based armor (10%, 12% in 1v1) on the grounded version right before the uppercut comes out (frames 1-5), akin to how Heavy Raptor Boost in Smash 4 had Super Armor. This improves its use for zonebreaking, although the active armor frames make it difficult to use reliably.
- The uppercut has a reduced hitlag multiplier (2.0x → 1.5x), making it harder to DI.
- The uppercut has more startup (frame 4 → 5).
- However, it has much less ending lag (FAF 36 → 29) and has gained a hitstun modifier of 3, greatly improving its combo potential.
- Aerial Raptor Boost no longer causes helplessness or landing lag if the overhand is activated, increasing its safety.
- One of the overhand's sourspots has been removed, with the meteor smash hitbox having the highest priority, improving its reliability.
- 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.
- 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.
- The move has a slightly altered animation.
- Falcon Dive:
- It covers more horizontal range and travels higher, and reversing it no longer decreases its horizontal distance.
- It has less landing lag (30 frames → 24).
- One of the move's grabboxes has increased size (4.5u → 5.0), and a higher position (Y-axis displacement: 12.0 → 13.0), improving the move's protection from above, as well as its reach, while only marginally reducing its consistency against grounded opponents.
- The throw has less ending lag (FAF 61 → 55).
- The throw deals more damage (12% → 13%; 17% → 18% total) and has altered knockback (40 base/82 scaling → 85/62). Overall, this improves its KO potential.
- The hitbox when Falcon latches onto an opponent deals knockback to bystanders (50 base/100 scaling, at an angle of 361), instead of simply damaging them, making the move safer to use in doubles or free-for-alls.
- Connecting with the throw no longer gives RCO lag.
- Falcon Dive has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to Dark Dive in SSB4 onward, and the flip after grabbing an opponent has him spin slightly.
- The move's sound effects no longer cut off when grabbing an opponent.
- Falcon Kick:
- Grounded Falcon Kick has less startup (frame 18 → 15), with its total duration reduced as well (FAF 74 → 71).
- 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.
- Aerial Falcon Kick has much less landing lag (48 frames → 36), making it safer as a landing option.
- 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.
- The aerial version's landing hit sends at a lower angle (80 → 60). This makes it harder to punish.
- 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.
- Blue Falcon:
- The starting hit has smaller hitboxes (19.0u/22.0u/19.0u → 16.0/18.0/16.0) with altered displacements (hitbox 0: 10.0 Z-axis displacement → 13; hitbox 2: 50.0 Z-axis displacement → 45). This significantly reduces its range, especially right in front of Falcon.
- The finishing hit has significantly lower knockback scaling (165 → 135), no longer being a potential One-hit KO, and rendering it fairly average in strength overall, even despite the general nerfs to final smashes in general.
- Blue Falcon releases flames on both sides when the Blue Falcon itself is on the racetrack, making it appear much like a falcon itself.
- The track Captain Falcon drives on sports a new design with no side rails, better matching the rail-less sections of F-Zero race tracks.
|Jigglypuff====Aesthetics===
- Due to the aesthetic used in Ultimate, Jigglypuff's model features a more subdued color scheme. Its its irises are more detailed, and its eyes and ears are slightly smaller. It more closely resembles its appearance in recent mainline Pokémon titles as a result.
- Jigglypuff's eyes are now a modeled part of its body rather than a texture.
- The animation where Jigglypuff looks back is an idle pose rather than being a part of its main animation, although it reuses its idle animation from past games when holding a small item.
- Jigglypuff is slightly more expressive, using a wider variety of expressions rather than simply smiling. For instance, it appears angry when throwing an opponent or charging its side smash, and it has a pained look when shielding.
- Jigglypuff's ears fold slightly inward when using Rollout or Rest.
- Jigglypuff has new walking animations. Its slow walking animation is a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.
- Air dodge animation has changed, where Jigglypuff poses more gracefully during the ending lag.
- Jigglypuff has two new victory poses:
- It jumps twice, spins around, and assumes a pose similar to its render from SSB4.
- It runs into the scene, does a backflip, and assumes a pose similar to its official art from Pokémon Yellow Version.
Attributes
- Like all characters, Jigglypuff's jumpsquat animation takes 3 frames to complete (down from 6).
- Jigglypuff runs faster (1.155 → 1.271).
- Jigglypuff's initial dash is faster (1.4 → 1.65).
- Jigglypuff walks slightly faster (0.7 → 0.735).
- Jigglypuff's air speed is faster (1.269 → 1.332).
- Jigglypuff's traction is higher (0.0718 → 0.087), but is much lower relative to the roster, going from the second-highest traction in SSB4 to being tied for the 65th–66th highest traction in Ultimate.
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has slower startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
- Spot dodge grants less intangibility (frames 4-19 → 3-17).
- Air dodge grants more intangibility (frames 4-29 → 4-32).
- Air dodge has significantly more ending lag (FAF 35 → 64), becoming the slowest in the game. This makes it much more punishable, and removes its former ability to bait approaches in combination with Jigglypuff's floatiness and fast aerial movement.
- The changes to air dodges significantly improve the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains a large part of its edgeguarding capabilities.
- Additionally, the reintroduction of directional air dodges further improve Jigglypuff's recovery, granting it additional distance after having used up all jumps.
- The homogenization of fall speeds during vertical knockback significantly improves Jigglypuff's survivability, but makes it considerably more susceptible to combos.
- Jigglypuff arguably benefits most from the weakening of the rage mechanic, increasing its endurance.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 9 → 7).
- The second hit launches at a lower angle that is consistent throughout (55°/65° → 361°), and has more base knockback (22 → 50), increasing its efficiency in keeping opponents away.
- Both hits have a higher hitlag multiplier (1× → 1.3× (hit 1), 1.7× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (60°/78° → 361°/180°) and knockback (12 base/50 scaling → 18/20 base/25/20 scaling) to keep opponents close to Jigglypuff, akin to other neutral attacks. This allows it to connect better into the second hit, and restores its jab lock ability from previous games, but hinders its jab cancel setups.
- Forward tilt:
- Forward tilt has less ending lag (FAF 28 → 25). Combined with the increased shieldstun for tilt attacks, this makes it safer on shield.
- Up tilt:
- Up tilt has one frame more ending lag (FAF 24 → 25).
- Down tilt:
- Down tilt has increased knockback scaling (55 → 68), allowing it to KO under 200% from the center of Final Destination.
- Dash attack:
- Dash attack's clean hit has increased base knockback (16 → 57), with its knockback scaling compensated (100 → 83). This improves its safety on hit at low percents, while keeping its KO ability at high percents.
- It has larger hitboxes (5u (clean)/4u (late) → 5.5u/4.5u) and better hitbox placement, giving it more range.
- It launches at a different angle (361° → 43°), removing its ability to lock opponents.
- The clean hit has a shorter duration (frames 5-9 → 5-7), with the late hit lasting longer instead (frames 10-20 → 8-20).
- The late hit has less knockback scaling (100 → 83).
- It has a new animation where Jigglypuff's face is angled toward the screen with its limbs more elegantly spread.
- Forward smash:
- Forward smash deals more damage (15% → 16% (clean), 12% → 14% (late)), with knockback scaling mostly compensated only on the clean hit (115 → 110), improving its KO potential.
- The animations of both the charge and execution of the move have changed. Jigglypuff charges it by holding its foot behind itself, then swiftly swings its foot around to execute a roundhouse kick, similar to Kirby.
- Up smash:
- Up smash deals more damage with no sourspot (14%/12% → 15%), and knockback scaling mostly compensated (105 → 100), making its KO ability more consistent.
- While the hitbox placement is better, the size of the hitbox has been reduced (7.2u → 6u).
- Down smash:
- Down smash has a longer hitbox duration (frames 14-15 → 14-16).
- The changes to the 0° launch angle cause the attack's angle to increase at higher percents.
- However, it has much greater knockback scaling (69 → 99), significantly improving its KO potential despite these changes.
Aerial attacks
- All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 11 (back), 30 → 12 (down)).
- Neutral aerial:
- Neutral aerial's clean hit uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).
- Forward aerial:
- Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).
- Back aerial:
- Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).
- It auto-cancels earlier (frame 28 → 26).
- Back air turns Jigglypuff around after its use, akin to Marth's back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.
- Up aerial:
- Up aerial has less ending lag (FAF 45 → 40).
- Down aerial:
- It auto-cancels earlier (frame 45 → 42), allowing it to auto-cancel in a short hop if buffered immediately.
- Jigglypuff can no longer jump out of a full hopped down aerial onstage due to the changes to full hops, making it harder to follow up.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 27 → 33 (standing), 33 → 40 (dash), 32 → 35 (pivot)).
- Dash and pivot grabs have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Pummel:
- Jigglypuff has a new pummel: it kicks opponents with one foot instead of slapping them. It also has an angry face.
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 10 → 1) and ending lag (FAF 21 → 7), shortening its duration.
- It deals much less damage (3% → 1.3%).
- Forward throw:
- Forward throw launches at a much more desirable angle for edgeguarding (55° → 35°), and has slightly more base knockback (100 → 103).
- The speed of back throw and up throw is no longer weight-dependent.
- Up throw:
- Up throw has less ending lag (FAF 42 → 38).
- It deals less damage (10% → 8%), although with its base knockback somewhat compensated (110 → 130).
- Down throw:
- Down throw's first hit deals more damage (4% → 6%; 10% → 12% total).
- It has more base knockback (100 → 105), and a lower launch angle (80° → 75°).
- Edge attack:
- Edge attack deals more damage (6% → 8%).
Special moves
- Rollout:
- Rollout deals more damage (6%-14% → 10%-20%), with its knockback not fully compensated (30 base/92/102 scaling → 60 base/60 scaling), increasing its KO potential.
- It reaches its full charge faster (frame 60 → 51).
- Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has much less ending lag on hit (FAF 73 → 53).
- Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in Brawl, preventing it from self-destructing if the move is landed offstage.
- Additionally, Jigglypuff can grab ledges during this state.
- When using an uncharged Rollout, Jigglypuff will only roll once, significantly speeding up the animation.
- Grass terrain no longer allows for faster turning while using Rollout, but ice terrain still prevents turning.
- Rollout can no longer be held indefinitely, instead being unleashed automatically one second after it becomes fully charged.
- Jigglypuff cannot roll through opponents while turning, removing the ability to cross up counters.
- Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.
- After reversing twice, Rollout deals less damage than normal.
- The aerial version launches at the same angle as the grounded version (90° → 30°).
- Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.
- An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.
- Pound:
- Pound has less ending lag (FAF 46 → 40) and has gained a hitstun modifier of 2, allowing it to true combo into other moves (including Rest), and slightly boost Jigglypuff's vertical recovery without use of a ledge.
- It has gained a shieldstun multiplier of 1.5×, improving its shield pressuring ability.
- It has more range when used in the air.
- Jigglypuff can no longer accelerate in the air during the startup of Pound when acting out of a previous Pound before the animation ends, making consecutive Pounds to recover much less effective.
- Sing:
- All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).
- It has significantly less ending lag (FAF 180 → 150).
- It has slightly more range.
- It has more knockback scaling (30/10 → 40/30), putting opponents to sleep for longer as a result. Combined with its lower ending lag, opponents can no longer wake up before Jigglypuff can act.
- Jigglypuff can move slightly while using Sing in the air.
- Rest:
- Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.
- This makes it possible to recover back to the ledge after landing Rest offstage, albeit with significant risk of being edgeguarded.
- Its hitbox size has been increased (3.4u → 3.8u).
- Due to the altered jostle mechanics preventing characters from running through each other, Rest can no longer hit most characters out of a walk or run.
- Rest triggers Special Zoom upon connecting.
- Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.
- Puff Up:
- Puff Up is much faster than the previous games. When it ends, Jigglypuff aesthetically "pops", and then deflates to normal size, mimicking a balloon. Jigglypuff additionally shrinks considerably faster at the end. It also has an angry expression while inflating, resembling the face the Jigglypuff from the anime makes when someone falls asleep after it sings.
- The damage of Puff Up, previously 17% in a single hit, has been split into two hits that deal 10% and 25% damage, respectively.
- Puff Up being faster means it can catch opponent's off guard easier and not give them time to prepare to try to survive it. On the other hand, the slower version could keep opponents off of the stage for longer and hinder their recovery by not being able to land or grab ledge, Puff Up being faster means recoveries don't need to stall as long to wait to get back on stage.
|Peach====Aesthetics===
- Due to the aesthetic used in Ultimate, Peach's model features a more subdued color scheme. Her dress retains its design from SSB4, but features a glossy satin texture. Her hair and gloves feature subtle detailing, similar to her design in Brawl.
- Peach has a new alternate costume—a golden dress. It replaces her Princess Daisy-inspired costume, most likely due to Daisy being a separate character as Peach's Echo Fighter.
- Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.
- Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.
- Double jump and air dodge animation has changed slightly. Additionally, Peach's stun animation is sped up.
- Peach's dress has independent physics, like in Melee. Her dress also no longer puffs up when floating.
- As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:
- Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.
- Down taunt has a heart pop up next to her head. She also no longer spins, and winks immediately.
- Peach's victory poses have been changed:
- Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it, while saying "Aw, did I win?". This replaces her up-inputted victory pose from Melee to SSB4 where she swings her arm out and puts it behind her.
- Her left-inputted victory pose from previous games has been moved to the up button, and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blows a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her up-inputted pose from Brawl and SSB4.
- Her right-inputted victory pose has her perform a more elegant twirl before striking the pose.
Attributes
- Like all characters, Peach's jumpsquat animation takes 3 frames to complete (down from 5).
- Peach walks slightly faster (0.86 → 0.924).
- Peach runs faster (1.4175 → 1.595).
- Her initial dash is significantly faster (1.5 → 1.826).
- Peach's traction is much higher (0.068 → 0.111).
- Peach's air speed is faster (0.95 → 1.029), which also increases her floating speed and distance.
- Peach's base air acceleration has been increased (0.01 → 0.04), but her additional air acceleration has been reduced (0.1 → 0.08). This increases her total air acceleration (0.11 → 0.12) but gives her less control over her air speed.
- Peach's falling speed (1.15 → 1.19) and fast falling speed (1.84 → 1.904) are slightly faster.
- Peach's gravity has been increased (0.068 → 0.07).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 62), being tied with her Echo Fighter for the third slowest air dodge in the game duration-wise, only behind Rosalina and Jigglypuff.
- The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.
Ground attacks
- Neutral attack:
- The first hit has altered angles (74°/78° → 361°/180°), allowing it to lock opponents.
- The first hit transitions slightly faster into the second hit (frame 8 → 7).
- The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.
- Both hits have a higher hitlag multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has a shorter hitbox duration (frames 2-3 → 2).
- The second hit's inner hitbox is smaller (4u → 3u).
- The first hit no longer uses set knockback (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it jab cancel setups.
- Up tilt:
- The stronger and weaker hits have been reversed: the hitbox on the heart is stronger than the hitbox on her shoulders, much like in Brawl.
- Down tilt:
- Peach has a new down tilt: a sweep kick rather than an arm sweep.
- It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded meteor smashes no longer being techable, this allows it to start combos much more effectively.
- The hitbox for aerial opponents matches the one for grounded opponents, no longer being shorter and attached to Peach.
- It no longer grants intangibility.
- The zero gravity glitch can no longer be performed.
- Dash attack:
- Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use weight-independent knockback. This allows it to connect better into the second hit.
- The first hit has gained a shieldstun multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.
- The second hit's outermost hitbox is slightly larger (4u → 4.5u).
- The second hit has lower knockback scaling (140 → 130), hindering its KO potential.
- Hearts appear at the end of the move.
- Forward smash:
- Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into. This greatly improves its reliability, letting Peach freely choose what weapon to use without having to telegraph it. This also allows her to change weapon while charging the move.
- The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).
- The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.
- The golf club launches at a higher angle (361° → 45°), hindering the sourspots' KO potential.
- The tennis racket deals less knockback (80/86 base/56/60 scaling → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).
- The frying pan has less base knockback (70 → 68).
- Down smash:
- Down smash hits up to seven times instead of five, and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
- This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31).
- The looping hits keep opponents on the ground (15°/170° → 0°/180°), have different set knockback values (30/20 → 20/25), and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.
- The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.
- Its animation has been reversed, with Peach spinning towards the screen rather than away from it.
- Down smash hits up to seven times instead of five, and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
Aerial attacks
- All aerials have less landing lag (11 frames → 7 (neutral), 22 → 13 (forward), 18 → 11 (back), 12 → 7 (up), 13 → 8 (down)).
- The introduction of the 0.85× damage multiplier for short hopped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.
- Forward aerial:
- Forward aerial has gained a sourspot on Peach's arm that deals less damage (15% → 14%) and takes priority over the sweetspot, with both also dealing less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering its KO potential.
- It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.
- It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.
- Back aerial:
- Back aerial has hearts emerging from near Peach's rear.
- The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
- Dash grab has more startup (frame 8 → 9).
- Dash grab's grabbox does not extend as far (Z offset: 4-10.6 → 4-10.4), slightly reducing its range.
- When Peach grabs an opponent, Toad appears to attack alongside her when she uses her pummel and throws.
- Pummel:
- Peach has a new pummel, where Toad punches the opponent.
- It deals more hitlag (4 frames → 14), but has less startup (frame 4 → 1) and much less ending lag (FAF 19 → 7), shortening its duration.
- It deals less damage (2% → 1.3%).
- Forward throw:
- Peach has a new forward throw, where Toad headbutts the opponent away.
- It deals much more knockback to bystanders (12 base/0 scaling → 55/50) and launches them more horizontally (80° → 361°), allowing it to force them off the stage.
- Back throw:
- Back throw has less knockback scaling (95 → 88), no longer KOing opponents until around 150% at the edge.
- Down throw:
- Peach has a new down throw, where Toad headbutts the opponent onto the ground.
- It has increased combo potential due to her faster jumpsquat and jump speed.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Toad:
- Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).
- It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback compensated on the last hit (15 base/300 scaling → 40/210).
- It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.
- Its intangibility has a shorter duration (frames 11-14 → 8-10).
- The last hit launches at a higher angle (361° → 45°).
- The spores are individual projectiles rather than hitboxes attached to Peach.
- As a result, Peach no longer takes any hitlag from the move, allowing it to transition faster and connect more reliably, despite each hit having a higher hitlag multiplier (0.4× → 1×).
- However, this greatly decreases its shieldstun.
- Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.
- Peach Bomber:
- Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).
- It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.
- Peach can control her drift much earlier after a missed aerial Peach Bomber.
- It has more ending lag if it connects (FAF 21 → 25).
- Peach Parasol:
- Peach Parasol has less landing lag if the parasol is open (41 frames → 26).
- The looping hits use weight-independent knockback, with the last one also having a different autolink angle (366° → 368°), and all of them having different set knockback values (180/160 (hit 1), 90 (hit 2-5) → 160/130 (hit 1), 160/80/70 (hits 2-4), 80/70 (hit 5)), allowing them to connect more reliably.
- Due to rage being changed to not affect set knockback, and the first hit's lower values, it can no longer one-hit KO opponents, removing Peach's early KO setups.
- The open parasol during Peach's descent deals less damage (3% → 2%) and significantly less knockback (90 base/100 scaling → 65/15), making a single hit much less safe.
- The open parasol no longer deals any hitlag, and has a faster rehit rate (30 → 18), which combined with the previous change allows Peach to more effectively hit opponents multiple times with it, much like in Melee.
- Vegetable:
- Vegetable has less ending lag (FAF 43 → 40).
- Peach's item throw has less ending lag (FAF 27 → 25), allowing for easier followups.
- Turnips have less base knockback (30 → 25), but more knockback scaling (35 → 45) improving weaker turnips' combo potential and stronger turnips' KO potential.
- Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.
- Peach Blossom:
- Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 200/130/100), putting opponents to sleep for longer as a result.
|Bowser====Aesthetics===
- Due to the aesthetic used in Ultimate, Bowser's model features a more subdued color scheme. His colors overall are darker and more monotone, similar to his appearance in Brawl, while his scales, hair, horns, and spikes exhibit more subtle detailing; his bands in particular have visible scuffs and scratches. His pupils are larger with a slightly subdued eye color.
- Bowser has been made more expressive than previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.
- Bowser makes roaring noises during his idle poses, instead of being silent like in SSB4.
- Bowser's shielding pose has changed: he turns around more and guards attacks with his shell.
- Bowser's hair has independent physics.
- Up and side taunts have been shortened, the latter also updated to match his upright stance.
- Bowser's victory poses have been updated:
- His left-inputted pose where he roars in victory shows him rearing back and swaying his head before performing the rest of his victory pose. His body also faces more towards the screen during said animation.
- His up-inputted pose where he slashes the air with his claws twice shows him running up to the victory area before doing so.
- His right-inputted is completely new. He breathes fire towards the screen before striking a pose reminiscent of his SSB4 artwork. It replaces victory pose from Melee to SSB4 where he performs Whirling Fortress and strikes a pose.
Attributes
- Like all characters, Bowser's jumpsquat animation takes 3 frames to complete (down from 8), the second largest difference out of all veterans (only behind Snake), greatly improving his ground-to-air transitioning and out of shield game.
- Bowser walks slightly faster (0.858 → 0.901).
- Bowser runs faster (1.792 → 1.971).
- Bowser's initial dash is significantly faster (1 → 2.255), going from the slowest to the fifth fastest. This significantly helps him with his defensive and offensive approach on the ground, and gives him a respectable dash dance.
- Bowser's air speed is faster (1 → 1.155).
- Bowser's falling speed (1.39 → 1.77) and fast falling speed (2.224 → 2.832) are much faster, going from 42nd fastest in Smash 4 to tied for 16th in Ultimate, giving him much better vertical endurance and improving his air-to-ground transitioning, but making him easier to combo. The most notable change, however, is this coupled with him receiving less landing lag on his aerials, helps Bowser out with one of his primary weaknesses in Smash 4: his trouble landing safely.
- Bowser is heavier (130 → 135), further improving his already excellent endurance, as well as the effectiveness of his Tough Guy heavy armor.
- The universal knockback reduction in rapid jabs allows Tough Guy to resist all of them, including some he could not resist in Smash 4, such as Captain Falcon's.
- Forward roll has less ending lag (FAF 34 → 33).
- Forward roll grants less intangibility (frames 4-19 → 4-16).
- Back roll has more startup with less intangibility (frames 4-19 → 5-17), and more ending lag (FAF 34 → 38).
- Spot dodge has less startup (frame 4 → 3).
- Air dodge grants more intangibility (frames 4-29 → 4-32).
- Air dodge has significantly more ending lag (FAF 35 → 47).
Ground attacks
- Bowser has percent-based super armor during the startup of all his tilt and smash attacks:
- Up tilt: Armor active on frames 8-10; resists up to 4% damage
- Forward tilt and down tilt: 7-9; 4%
- Forward smash: 17-21; 10%
- Up smash: 11-15; 8%
- Down smash: 5-11; 8%
- Neutral attack:
- The first hit transitions faster into the second (frame 12 → 10).
- The second hit deals more damage (6.5% → 7%), slightly increasing its knockback as a result.
- Both hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has more ending lag (FAF 21 → 26), greatly reducing its jab cancel ability.
- The first hit deals less damage (5% → 4%), reducing the move's total damage output (11.5% → 11%).
- The first hit has a shorter hitbox duration, with its arm intangibility reduced as well (frames 7-9 → 7-8).
- The first hit has altered angles (30°/50°/85° → 361°/180°) to keep opponents closer to Bowser, and no longer deals set knockback (45/30/18 set/100 scaling → 40/35/30 base/18 scaling). This allows it to jab lock and connect more reliably into the second hit up to high percents, but less reliably afterward, without increasing its jab cancel ability due to its increased ending lag.
- Neutral attack has a slightly different animation, consisting of a sumo-style palm strike followed by a punch.
- Forward tilt:
- The move deals more damage (12% → 13%) with no compensation on knockback, increasing its KO power.
- The move has a slightly different animation, consisting of a swung backhand punch with the arm slightly bent. This slightly reduces its range.
- Up tilt:
- The move deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in Brawl.
- Bowser's arm is intangible during the move (frames 11-16).
- Down tilt:
- The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.
- However, the move's total duration remains the same, increasing its ending lag.
- Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in Smash 4 (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and shield breaking ability.
- The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in Smash 4.
- The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.
- The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.
- Up smash:
- The move deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch opponents at a higher angle (70°/120° → 85°), further improving its KO ability, to the point the sweetspot is stronger than Ganondorf's up smash.
- The landing hit deals twice as much damage (6% → 12%).
- The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).
- The landing hit deals much less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.
- However, this improves its combo potential, having a KO setup into his back air.
- Down smash:
- Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to Wolf in Brawl. It hits only twice instead of seven times, with one hit at each side.
- The move's new animation gives it much more horizontal range.
- Both hits deal much more individual damage, with the first hit's being the same the total of the previous down smash (2% (hit 1), 1% (hits 2-6), 9% (hit 7) → 16% (hit 1), 15% (hit 2)), and they launch at a lower angle (50° → 40°), with their knockback not fully compensated (40 base/130 scaling → 60/86 (hit 1), 60/92 (hit 2)). This significantly improves its KO potential, with both hits KOing under 100% from center stage, and effectively replaces a highly situational move that was notoriously outclassed by Whirling Fortress.
- The new down smash has more startup, and significantly fewer active frames due to the removal of the looping hits (frame 10, 14-15, 17-18, 20-21, 23-24, 26-27, 31 → 12-13, 28-29). This makes it somewhat less effective for punishing rolls, and makes the first hit less safe on shield.
- Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to Wolf in Brawl. It hits only twice instead of seven times, with one hit at each side.
Aerial attacks
- All aerials have less landing lag (neutral: 20 frames → 15, forward: 24 → 14, back: 40 → 24, up: 28 → 17, down: 40 → 34).
- Neutral aerial:
- The move auto-cancels earlier (frame 45 → 41).
- Due to its lower landing lag and Bowser's faster jumpsquat, it is a much better landing option and combo starter, leading into aerial attacks even up to high percentages.
- Its hitboxes are smaller (5.5u → 5u).
- Forward aerial:
- The move always sends opponents towards Bowser's front, improving its consistency in edgeguarding and KOing.
- However, this removes a confirm the move had in the previous game into Bowser's back aerial if the opponent was sent backwards by it.
- The move always sends opponents towards Bowser's front, improving its consistency in edgeguarding and KOing.
- Down aerial:
- The landing hitbox has a longer duration (frames 1-3 → 1-6).
Throws and other attacks
- Grabs:
- All grabs have a longer hitbox duration (2 frames → 3).
- Standing grab has less startup (frame 9 → 8).
- Standing grab has more ending lag (FAF 39 → 41).
- Dash and pivot grabs have more startup (dash: frame 10 → 11, pivot: frame 11 → 12), with dash grab's total duration increased as well (FAF 48 → 49).
- Dash grab has slightly more range (Z2 offset: 15.5u → 16.2u).
- Pivot grab has less ending lag (FAF 46 → 44).
- Pivot grab has drastically reduced range (Z2 offset: -26.5u → -22u), being stricter to Bowser's arm.
- Pummel:
- Pummel has less startup (frame 9 → 2), deals more hitlag (5 frames → 15), and has significantly less ending lag (FAF 24 → 8), shortening its duration. This slightly increases the amount of times Bowser can pummel the opponent before throwing them or before they break out.
- Pummel deals much less damage (3.1% → 1.6%). This makes it marginally less reliable for racking up damage.
- Up throw:
- The eighth hit deals more damage (1% → 2%), and it has an additional hit right as the release occurs that deals 4%, almost doubling its total damage output (6.5% → 11.5%).
- The ending hit's knockback will override the throw's knockback up until very high percents, with very different knockback values (25 (base)/180 (scaling) → 85/80) effectively resulting in the move dealing noticeably more knockback at lower percents while not having improved KO potential at high percents, reducing the move's combo potential significantly and preventing followups with neutral aerial almost entirely.
- The throw releases opponents slower (frame 53 → 57), but has more ending lag (FAF 64 → 75). Although this is somewhat alleviated by Bowser's faster jumpsquat, it completely removes the move's combo potential past mid percents, along with no longer possessing any guranteed KO setups.
- The last hit deals much less knockback to bystanders (80 base/200 scaling → 85/80).
- The last hit launches bystanders vertically instead of being a semi-spike (0° → 80°). Coupled with the previous change, this removes its extreme horizontal KO power, but allows it to combo them alongside the thrown victim.
- Bowser hops during the final hit.
- Down throw:
- The throw's release deals more damage (2% → 4%) with no compensation on knockback, although it is still weaker than forward throw.
- It has faster startup (frame 45, 56 → 35, 37), but with its total duration not reduced, significantly increasing its ending lag, while it remains easy to react to.
- It has a more exaggerated animation where Bowser leaps upward and collapses belly-first on the opponent.
- Edge attack:
- Edge attack deals more damage (7% → 10%).
Special moves
- Fire Breath:
- Each flame deals more damage per hit (1.2% → 1.8%).
- Each flame have larger hitboxes (4u → 4.5u).
- Flames are more vibrant in color, as opposed to the more realistic flames in Smash 4.
- Flying Slam:
- The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)). This allows Bowser to beat out shielding opponents much more easily when airborne.
- The outer grabbox is smaller (5u → 4u), but further out (Z offset: 17.5 → 19), increasing its horizontal reach but worsening its vertical reach.
- The inner grabbox is larger (4u → 5u).
- The move has noticeably more ending lag (FAF 43 (grounded), 50 (aerial) → 53), and the aerial version no longer auto-cancels upon landing, making it much easier to punish.
- Upon grabbing an opponent, it has more lag before Bowser jumps (25 frames → 33) making it easier to DI.
- Bowser spins around more dramatically on the way down if he grabs an opponent. This makes the throw deal slightly increased damage on landing the more he spins.
- The move has an aesthetic explosion effect on landing.
- Whirling Fortress (grounded):
- The looping hits use different angles (180° → 160°/165°), deal less knockback (50/70 set/100 scaling → 80/120/50), have a lower hitlag multiplier (1× → 0.7×), use weight-independent knockback, and have gained an additional hitbox above Bowser that meteor smashes opponents into the attack (180° → 240°) with low knockback. This allows it to connect more reliably, with opponents no longer being able to tech out of it, and increases its vertical range.
- The last hit deals more damage (4% → 6%), with knockback compensated (70 base/150 scaling → 50/140).
- The last hit uses weight-independent knockback. This hinders the move's KO potential against lighter targets, but improves it against heavier ones.
- The last hit launches at a lower angle (60° → 55°).
- Whirling Fortress (aerial):
- The aerial version has significantly less landing lag (50 frames → 36).
- The first hit and looping hits use the autolink angle (84° → 367°), with the former dealing effectively set knockback (80 base/60 scaling → 50/0), and it has an additional finishing hit at the end (dealing 12 hits, up from 11) with significantly more knockback scaling (20 → 180). This repurposes the move into a more traditional multi-hit move that can rack up damage more safely.
- It deals significantly less damage (10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) → 7% (hit 1), 1% (hits 2-11), 2% (hit 12); 35% total → 19%), no longer making it among the most damaging up specials in the game.
- The looping hits have smaller hitboxes (6u → 4.3u).
- The last hit launches at a lower angle (84° → 60°).
- Its animation has been altered, with Bowser spinning more at an angle toward the camera.
- Bowser Bomb:
- The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a hitstun modifier of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI, and allows it to connect better into the second hit.
- The first hit uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.
- The aerial version has less startup (frame 32 → 31).
- The move meteor smashes at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but making its onstage KO potential less consistent.
- The aforementioned new meteor smash hitbox deals less knockback (45 base/75 scaling → 13/65), making it significantly less powerful as a result.
- Final Smash:
- Bowser has a new Final Smash called Giga Bowser Punch. Rather than utilizing Giga Bowser's Brawl moveset, he teleports to the background of the stage in giant form, and aims a single punch that does 40% damage. If the opponent's damage percent is at 60% or greater before they are punched, they receive an instant Screen KO, otherwise they receive moderately high knockback.
- Since Giga Bowser Punch causes Bowser to teleport to the background, the Final Smash no longer renders Bowser vulnerable to damage during it.
- Since Giga Bowser Punch consists of a single hit rather than allowing Bowser to hit opponents, this makes its KO power and damage more consistent and allows it to more easily KO several targets, but hinders the damage racking ability Giga Bowser previously had.
- As a result, Giga Bowser Punch deals less damage than Giga Bowser's most damaging option, which was a fully charged down smash (4.2% hits 1-7/18.2% hit 8/47.6% if all hits connect → 40%).
- As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.
|Ice Climbers====Aesthetics===
- Due to the game's graphical improvements, the Ice Climbers gain a sleeker design with more subtle detailing in their hair and parkas, and their overall color scheme is significantly more vibrant. The duo wears coats with detailed furry lining, similar to Melee. The duo have slightly smaller more proportionate heads, more faint blushes on their cheeks, and slightly thinner eyes on top of losing the purple hue in their eyes. Their boots and hammers also appear to be covered in light powdered snow.
- The Ice Climbers' black costume has been updated: Nana's parka is now brown instead of black. They have also gained two additional alternate costumes, increasing their total to eight. Additionally, their costumes have been re-ordered; the Nana-leading costumes now occupy the second half of their costumes instead of the even-numbered costumes, similar to Olimar.
- Both Ice Climbers face the foreground at an angle, instead of facing directly forward. In addition, they always face the screen regardless which direction either of them turn, making all of their animations mirrored while altering some.
- The Ice Climbers have a new idle pose of them turning to look behind themselves. It replaces the animation of them dropping their hammers then lifting them back up.
- Like other fighters, the Ice Climbers are more expressive than before, they appear excited when using their specials, scowl when shielding and charging their up and down smash, and the partner climber will also panic when the leader is grabbed.
- In addition, the partner climber will have a worried expression and wince periodically when the main climber gets frozen, dizzy, or gets attacked.
- Spot dodge and ledge-hanging animations have changed.
- The Ice Climbers only jump once when using up taunt as opposed to three times.
- In the end of a solo match, only the leading Ice Climber will be shown inside the losing pane on the results screen. Both Ice Climbers are still shown if the match ends in a No Contest.
- Their victory theme has been shortened to only contain the second half.
- The Ice Climbers' crowd cheer is "I scream, you scream, Ice Climbers!"
- Nana's crowd cheer is no longer the back sound of the menu if she is currently the leader.
- The Ice Climbers' voice clip numbers in Sound Test are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to other team-based fighters as well as the Mii Fighters, Assist Trophies, Poké Ball Pokémon and bosses.
- The sound effects of the partner are quieter. This is best heard when they're either Star or Screen KO'd.
- Due to their absence in SSB4, the Ice Climbers now have a Boxing Ring title and a Palutena's Guidance conversation.
Attributes
- Like all characters, both of the Ice Climbers' jumpsquat animations take three frames to complete (down from 4).
- The partner climber is generally faster than the leader. This helps them keep up if the two are separated.
- If either Ice Climber lands a hit, the other one takes a small amount of hitlag, regardless of whether their attack connects or not.
- This makes desyncing slightly more difficult.
- The partner climber takes 1.05x times the damage and knockback from attacks, making them slightly easier to separate and KO.
- The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).
- The Ice Climbers dash faster (1.388 → 1.53 (leader), 1.683 (partner)). Their initial dash is also faster (1.4 → 1.68).
- The Ice Climbers' air speed is faster (0.7708 → 0.83 (leader), 0.8715 (partner)).
- The Ice Climbers' falling speed is faster (1.2 → 1.3).
- The Ice Climbers' gravity is slightly higher (0.077 → 0.082), although it is lower relative to the cast.
- As with all returning veterans, the Ice Climbers have much higher traction (0.035 → 0.077) although it is still the second lowest in the game.
- The partner climber has higher air acceleration (0.09 → 0.0945).
- The removal of chain grabbing hinders the Ice Climbers more than any other character, as it harshly reduces their damage racking and KO abilities and zero-to-death potential. They also greatly suffer from the ability to tech footstools as it removes their guaranteed lock setups from grabs.
- The partner climber's AI is worse as they have more difficulty recovering and making it back to the leader which can lead to them self destructing.
- The duration enemies are frozen from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.
- Ice Climbers arguably benefit the most from the reintroduction of wavedashing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.
- The partner climber's attacks affect the duo's staleness queue; in previous games, they would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.
- When KO'd by reaching 0 HP during their last stock in Stamina Mode, the partner climber will enter the defeat animation along with the leader, similar to Rosalina's Lumas.
- This consequently remove the partner climber's ability to intervene the results of opponents, hindering their impact on Stamina battles.
Ground attacks
- Neutral attack:
- Neutral attack can lock opponents due to its altered angle (60° → 361°/180°) and the partner's second hit deals more damage (2% → 2.6%).
- Neutral attack does less damage (3% → 2% (leader hit 1), 4% → 3.5% (leader hit 2), 2% → 1.5% (partner hit 1), 11% → 9.6% (total)).
- Second hit of neutral attack has more ending lag (frame 20 → 30) and both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).
- Forward tilt:
- The partner's forward tilt deals less damage (7% (non angled), 9% (angled) → 6.75%).
- Forward tilt has a shorter duration (frames 9-12 → 9-10).
- Up tilt:
- The final hit of up tilt has more combo potential due to the removal of hitstun canceling. The partner's final hit also deals more knockback (40 (base), 100 (scaling) → 38/118).
- Up tilt deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)), the loop hits have increased knockback (10 (base), 20 (scaling) → (65/60/20)/10) and the final hit has more startup lag (frame 23 → 24).
- Down tilt:
- The partner's down tilt deals consistent damage (4%/5% → 4.5%) making it deal more damage at close range but makes it deal less damage at the tip of the hammer.
- Down tilt connects less reliably at higher percents when both climbers are present.
- Dash attack:
- The partner's dash attack deals more damage (4% → 4.5%) and has increased knockback scaling (40 → 60). Dash attack also has a longer duration (frames 11-12 → 11-14).
- Dash attack causes less hitlag making it connect far less reliably at higher percents when both climbers are present.
- Forward smash:
- Forward smash has less startup lag with a longer duration (frames 12-13 → 11-13). It also has less ending lag (frame 49 → 47) and has higher base knockback (30 → 50). The partner's forward smash also has higher knockback scaling (118 → 126).
- It has an altered animation where the Ice Climbers don't slam their hammers as far, hindering its range. It also no longer has a sweetspot which deals more damage (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).
- Up smash
- Up smash has less startup lag (frame 13 → 12) and the partner's up smash has higher knockback scaling (113 → 126).
- The partner's up smash deals less damage (9% → 8.2%) and it has more ending lag (frame 48 → 50).
- Down smash:
- Down smash is a sweep that hits one side. The partner will use the same attack facing the other way.
- Down smash covers more horizontal ground when together and it deals more damage (12%/10% → 13% (leader), 9%/8% → 9.7% (partner)). It also has less ending lag (frame 44 → 41) and deals more knockback than the previous sweetspots (30 (base), 105 (leader scaling)/113 (partner scaling) → 45/(100/120)).
- Down smash only hits on one side when solo. It is also drastically harder to connect with both climbers and even if it does, its maximum damage output is much lower as it no longer has two hits (42% → 22.7% (both)).
Aerial attacks
- All aerials have less landing lag (15 frames → 7 (neutral/back), 20 → 10 (forward), 30 → 14 (up), 42 → 20 (down).
- The Ice Climbers can no longer use two back or up aerials in a short hop due to their faster falling speed as well as the latter having increased ending lag.
- Neutral aerial:
- The partner's neutral aerial deals more damage (5% → 5.25%).
- Neutral aerial connects less reliably when both climbers are present especially at higher percents.
- The partner's neutral aerial also has less knockback scaling (128 → 120) hindering its KO potential despite its higher damage.
- Forward aerial:
- The partner's sourspot forward aerial deals more damage (7% → 9%).
- The partner's forward aerial has increased knockback scaling (100 → 114) improving its KO potential when both climbers are present.
- The removal of meteor canceling improves the partner's sweetspot's reliability.
- Back aerial:
- Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback scaling was compensated (107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.
- Up aerial:
- The Ice Climbers have a new up aerial: an upwards hammer swing in a horizontal arc. Compared to the old up aerial, it provides much more horizontal range and hits in front of them, covering them more efficiently than before. It also has higher knockback scaling (120 (leader), 142 (partner) → 129/154.80003) improving its KO potential despite its lower damage.
- New up aerial deals less damage (10%/9% → 9% (leader), 7%/6% → 5.75% (partner)), has more startup lag, a shorter duration (frames 6-23 → 7-11) and more ending lag (frame 30 → 36) compared to the previous one. It also has less vertical range making it much harder to connect against grounded opponents.
- Down aerial:
- The partner's down aerial deals more damage (5% → 6%). Down aerial also auto-cancels earlier (frame 58 → 54).
- The Ice Climbers bounce up before performing down aerial similar to Sheik's down aerial.
- Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).
Throws and other attacks
- Grabs have more startup (frame 6 → 8 (standing), frame 8 → 10 (dash/pivot)) and ending lag (frame 30 → 40 (standing), frame 40 → 48 (dash), frame 40 → 41 (pivot)).
- The partner climber cannot act while the leader is held by an opponent's grab while on the ground, and enters a panicking animation instead (although this can be avoided with desyncs).
- The partner climber can no longer grab, and will taunt during the leader's throw while on the ground. This removes their chain grabs and locks the Ice Climbers were infamous for in previous titles.
- Up throw deals more damage (2% (hit), 4% (throw), 6% (total) → 3%/5%/8%) and the knockback scaling on the throw was not fully compensated (28 → 26).
- Down throw has the leader grab the opponent with both hands, lift them up in the air, and slam them on the ground.
- The changes to hitstun canceling improve down throw's combo potential beyond lower percents with a solo climber.
- The removal of chain grabbing hinders down throw's damage racking potential at lower percents even with a solo climber. Down throw also has increased knockback scaling (100 → 116) hindering its combo potential.
- The leader's front and back floor attacks deals more damage (6% → 7%).
- The partner's floor attacks deals less damage (6% → 5.2% (front & back), 5% → 3.5% (trip)).
- Ledge attack is a horizontal swing similar to their old over 100% ledge attack. It deals consistent damage compared to the previous two ledge attacks but the partner's ledge attack is weaker (8% (hammer), 6% (body) → 8% (leader), 6% (partner).
- New ledge attack deals less damage compared to their old over 100% ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)) and the Ice climbers do not hunch over when performing it making them easier to hit.
Special moves
- Ice Shot:
- Ice Shot deals more damage (1%-3% → 2-2%-3.5%). It also has less ending lag (frame 60 → 56).
- Ice Shot can function as a projectile blocker since the sliding ice pieces won't get destroyed by any projectiles, and will cancel them out no matter how powerful they are.
- Ice Shot makes a different sound effect.
- Ice Shot has more startup lag (frame 17 → 18).
- Reflected ice chunks can damage the Ice Climbers.
- Squall Hammer:
- Solo Squall Hammer ends with a stronger hit that deals mild diagonal damage and knockback. The move also has less startup lag (frame 12 → 10).
- Desynced Squall Hammer can be used to trap opponents between both Ice Climbers.
- Squall Hammer makes a twinkling sound effect when used.
- Squall Hammer grants much less vertical distance with mashing and it has more ending lag with both climbers (frame 70 → 78).
- Squall Hammer doesn't sweetspot the ledge anymore.
- Belay:
- Belay covers slightly more distance with a solo climber and the solo climber has more control while using it.
- When both climbers are present, the solo climber covers more vertical distance but less horizontal.
- Belay uses a unique sound effect rather than regular jump sound from Ice Climber.
- The partner's hitbox on Belay can be out prioritized. If it is, then the leader will rise no higher than when the move is done solo.
- Belay has a smaller hitbox making it harder to land against grounded opponents.
- Blizzard:
- Both Ice Climbers aim Blizzard forward while on the ground, similarly to their aerial version in previous games. This increases its damage output when used on the ground, but means that Blizzard can no longer hit opponents behind them, hindering its spacing potential.
- Blizzard freezes opponents for a longer period of time.
- Blizzard deals less damage at close range (2% → 1.7%) and it has more ending lag (frame 80 → 85). It also no longer causes hitstun or freezes opponent when used at far range removing its ability to lock and hindering its spacing potential.
- Iceberg:
- Iceberg spins and features a teetering Polar Bear that launches opponents with greater knockback. During the move, a Condor will circle around the top of the screen, which the Ice Climbers can grab onto, and it will also deal damage to opponents that touch it.
- When paired, the Ice Climbers no longer make a "clapping" sound upon activating Iceberg.
- Iceberg lasts a shorter duration. This makes it less threatening to opponents, but also makes it less likely to lose the partner climber.
- The iceberg can be moved across the stage.
- Iceberg no longer freezes opponents.
- Iceberg no longer causes platforms to damage opponents.
|Sheik====Aesthetics===
- Sheik's design is based on the Sheikah Set from The Legend of Zelda: Breath of the Wild, wearing the Stealth Chest Guard, Stealth Tights, and the long white scarf of the Stealth Mask. Her armor and hair feature subtle detailing, with the latter's shadow being more pronounced to further obscure her face. Her pupils are also smaller. She also no longer carries her dagger around. Lastly, the aesthetic used in Ultimate has resulted in Sheik's overall color scheme being more vibrant.
- The Stealth Tights appear to have heels, and the Stealth Mask scarf is shorter. These changes are unique to Ultimate.
- Sheik is more vocal. She vocalizes when using Vanish and Bouncing Fish.
- Up taunt has been shortened, where it no longer has Sheik do a flip to rebound.
- Palutena's Guidance conversation for Sheik has been changed.
Attributes
- Like all characters, Sheik's jumpsquat animation takes 3 frames to complete (down from 4).
- Sheik's initial dash speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster, having the fourth fastest run speed in the game.
- Sheik's air speed is slightly faster (1.1 → 1.155).
- Sheik's weight has been decreased (81 → 78), being lighter than Kirby and making her the 6th lightest character in the game. This further worsens her already poor endurance.
- Sheik's traction is higher (0.06 → 0.106).
- Forward roll has less ending lag (FAF 28 → 27).
- Forward roll grants less intangibility (frames 4-15 → 4-12).
- Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
- Spot dodge has less ending lag (FAF 25 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 45).
- The removal of perfect pivoting hinders her ground mobility, worsens Needle Storm's mindgame potential, and worsens her ability to extend combos.
Ground attacks
- Neutral attack:
- The first and second hits have altered angles (70° → 361°/180° (hit 1), 361° (hit 2)) and knockback (10 base/100 scaling → 35/30/20 base/30/30/15 scaling (hit 1), 20 base/40 scaling → 35/25 base/25/20 scaling (hit 2)) to keep opponents close to Sheik, akin to other neutral attacks.
- This allows them to connect better and lock.
- However, this worsens Sheik's guaranteed jab cancel setups, which played a large part in the utility of her neutral attack in Smash 4 (though they're still the only neutral attack able to jab cancel, if done on aerial characters).
- The neutral infinite has faster startup (frame 9 → 5), a consistent angle (50°/60°/70° → 361°), lower hitlag (1× → 0.5×) and SDI (1× → 0.4×) multipliers, and deals less knockback (14 base/20 scaling → 12/15) while gaining a hitstun modifier of 2 on each hit. This vastly improves its linking capabilities, making it much more reliable overall.
- The neutral infinite's finisher has significantly less ending lag (FAF 53 → 36), no longer being the slowest in the game and being much less punishable if shielded.
- The finisher uses 3 small hitboxes instead of one extended hitbox. Overall, it does not reach as far horizontally as before, and its range is narrower vertically.
- All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)), with knockback scaling not fully compensated on the finisher (115 → 132), slightly reducing its already lacking KO potential.
- The infinite has gained a shieldstun multiplier of 9×. 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 Sheik more easily if they shield 10 hits or more.
- The first and second hits have altered angles (70° → 361°/180° (hit 1), 361° (hit 2)) and knockback (10 base/100 scaling → 35/30/20 base/30/30/15 scaling (hit 1), 20 base/40 scaling → 35/25 base/25/20 scaling (hit 2)) to keep opponents close to Sheik, akin to other neutral attacks.
- Forward tilt:
- The move deals less damage (4% → 3%), with knockback scaling compensated (158/165 → 180/188).
- Up tilt:
- The move has less ending lag (FAF 36 → 33), improving its safety and combo potential.
- The second hit has less startup lag (frame 19 → 17), allowing it to connect better from the first hit.
- Both hits deal less damage (5% hit 1/6% hit 2 → 3%/4%).
- However, the second hit's knockback was not fully compensated (20 base/125 scaling → 25/147), improving its combo ability.
- Due to the changes to jostle mechanics, the first hit is harder to connect against grounded opponents.
- The move has a slightly altered animation: Sheik's heel hits the ground after the second hit, bearing a closer resemblance Samus's up tilt. This slightly increases its range in front of Sheik, and allows it to hit opponents grabbing the ledge.
- Down tilt:
- The move has less ending lag (FAF 30 → 27), improving its safety and combo potential.
- It deals less damage (5% → 4.5%).
- Its knockback was not compensated, allowing it to combo for longer.
- The middle hitbox is smaller (3.5u → 3.2u), and has been moved inwards (X offset: 4 → 3). This makes it easier to land the outermost hitbox, but makes it harder to hit opponents below the ledge and slightly reduces the attack's range.
- Dash attack:
- The move has less ending lag (FAF 41 → 35).
- It deals slightly more damage (6.5% → 7% (clean), 4.5% → 5% (late)) with no compensation on knockback, slightly improving its KO potential.
- It has increased shieldstun (1x → 1.5x), improving its safety against shields, although it is still more unsafe than most dash attacks in Ultimate.
- Forward smash:
- The second hit has faster startup (frame 26 → 20), allowing it to connect better from the first hit. The move's total duration has been reduced as well (FAF 51 → 45).
- Up smash:
- The first hit deals more knockback (50 base/86 scaling → 52/88).
- The first hit has a marginally larger hitbox (6u → 6.1u).
- Down smash:
- The move has less startup (frame 11/18 → 8/15) and ending lag (FAF 55 → 48).
- The first hit deals more damage (3% → 4%).
- The first hit has received an additional hitbox that launches opponents more inward (140° → 200°), allowing it to connect much better into the second hit.
- The second hit launches at a lower angle (48° → 43°), improving both its edgeguarding and KO potential.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 10 → 5 (forward), 12 → 7 (back), 21 → 13 (up), 30 → 22 (down)).
- Neutral aerial:
- The move deals less damage (8%/7% → 6%/5% (clean), 5%/4% → 4%/3% (late)), with only base knockback compensated (20 → 30). This hinders its limited KO and gimping potential, while not improving its combo potential.
- Forward aerial:
- The move's total animation lasts much shorter (88 frames → 59). This lets her grab ledges faster after using the move. Its interruptibility remains unchanged.
- It deals less damage (4.3%/5% → 3.8%/4.5%), being the least damaging forward aerial in the game.
- It deals less knockback (40 base/132 scaling → 44/43 base/127 scaling). Coupled with its lower damage, this improves its combo potential.
- It has more range after the first 2 active frames (Y offset: 0 → -0.5/-1, Z offset: 0 → 1/1.5). This allows it to hit opponents below her slightly more easily.
- Back aerial:
- The move deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)), with knockback not properly compensated on the clean hit (30 base/100 scaling → 32/30 base/98 scaling), improving its KO potential especially if sweetspotted.
- Up aerial:
- The move auto-cancels earlier (frame 47 → 44).
- The looping hits launch grounded opponents at a slightly different angle (90˚ → 80˚).
- The looping hits have a lower hitlag multiplier (1.3× → 0.7×), making them harder to SDI out of.
- However, the changes to hitlag and the introduction of the DI angle indicator make it much easier to react with appropriate DI when the final hit connects, hindering its cross-up potential.
- Down aerial:
- The move deals more damage (8% → 10%), with no compensation on the clean hit's knockback, increasing the meteor smash's power.
- The late hit launches at a lower angle (70° → 56°), and has altered knockback (30 base/105 scaling → 55/78). This reduces its KO potential overall, especially near the top blast line.
- The landing hit launches at a higher angle (40° → 48°), and has altered knockback (40 base/150 scaling → 77/50). This makes it safer on hit at any percentage, but removes its previously limited KO power.
Throws and other attacks
- Grabs:
- All grabs have noticeably more ending lag (FAF 28 → 37 (standing), 35 → 45 (dash), 33 → 40 (pivot)).
- All grabs have less range (Z2 offset: 8.9 → 7.9 (standing), 10.7 → 9.5 (dash), -14.9 → -13.4 (pivot)).
- Dash and pivot grab have more startup lag (frame 8 → 9 (dash), 9 → 11 (pivot)).
- Pummel:
- Sheik has a new pummel, a knee strike rather than an elbow jab.
- It deals much less damage (3.1% → 1%).
- However, has significantly faster startup (frame 9 → 1), deals more hitlag (5 frames → 11), and has less ending lag (FAF 24 → 6), shortening its duration. This makes it one of the fastest pummels in the game and increases the amount of times Sheik can pummel the opponent before they break free or she throws them, thus being more reliable for racking up damage.
- Sheik has a new pummel, a knee strike rather than an elbow jab.
- Up throw:
- The move deals more damage (2% → 3% (throw), 5% → 6% (total)).
- The move deals significantly more knockback (80 base/60 scaling → 110/62). This limits its 50/50 setups to low to mid percentages only, while still unable to KO at realistic percentages (until Sudden Death).
- Down throw:
- Down throw has altered knockback (80 base/90 scaling → 95/60). This overall improves its combo potential.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Needle Storm:
- Its charge can be canceled by jumping or spot dodging.
- It reaches its full charge faster (98 frames → 82).
- It has less ending lag (1-5 needles/6 needles: FAF 48/54 → 42/49), allowing for better followups with the aerial version.
- The clean hit has a longer duration, with the late hit's duration reduced accordingly (frames 1-3 (clean)/4-10 (late) → 1-5/6-10).
- A needle deals less damage (1.9% → 1.5% (clean), 1.2% → 0.8% (late)).
- A needle has less knockback scaling (180 → 167). Coupled with its lower damage, this reduces the move's already limited KO potential, but further increases its combo potential at high percentages.
- Its charge can no longer be canceled immediately by rolling, instead incurring 4 frames of lag beforehand.
- The flight trajectory of aerial needles has been altered from approximately a 45° angle to a shallower 30° angle. This makes them worse for followups into aerials at lower percents, but better at higher percents.
- After charging the move, Sheik holds the produced needles in one hand until they are fired.
- Burst Grenade:
- The move no longer leaves Sheik helpless in the air.
- It has less ending lag upon releasing the grenade.
- The grenade's vortex is clear/white rather than light blue.
- Vanish:
- The move grants intangibility earlier when used on the ground (frame 19 → 14).
- Sheik emits a gold flash right before she disappears.
- Sheik's silhouette can be briefly seen in the direction the move travels, before she disappears. This makes it easier to predict where she teleports.
- Bouncing Fish:
- After the first kick of Bouncing Fish hits an opponent, successive kicks deal more damage (12% → 13%) and knockback (26 base/90 scaling → 28/97), making them much stronger.
- The move has slightly more startup lag (frame 17 → 18).
- The move no longer grants intangibility.
- The move no longer refreshes if Sheik is hit in midair after using it, hindering her recovery.
- The first kick deals less damage (12% → 11%), though with its knockback scaling compensated (90 → 97).
- The attack's hitboxes are considerably smaller (6u/4u → 3.5u/3u), reducing its reliability.
- Bouncing Fish produces a splash of water at the start.
- Sheikah Dance:
- Sheik has a new Final Smash called Sheikah Dance, replacing Light Arrow. She dashes forward while the Sheikah symbol flashes on-screen. If the initial attack lands, Sheik will trap the opponent in place and repeatedly beat them up and slash them with her dagger, before launching them away and behind her. This Final Smash is similar to Triforce Slash.
- Sheikah Dance can only trap one opponent, as opposed to up to seven.
- Sheikah Dance deals much higher, consistent damage (1% hit 1/44% first opponent/33% second/24% third/19% fourth/14% fifth/11% sixth/6% seventh → 3% hit 1, clean/2% hit 1, late/3% hits 2-3, 5-7, 9-11, 13-14/2% hits 4, 8, 12, 15/12% hit 16/52%-53% total).
- Sheikah Dance launches at a higher angle compared to Light Arrow (20° → 361°).
- Sheikah Dance's last hit deals less knockback due to its lower damage output. Combined with its higher angle, this makes it KO slightly later than Light Arrow despite its increased knockback (30 base/65 scaling → 65 base/135 scaling), though it remains among the strongest Final Smashes in the game.
|Zelda====Aesthetics===
- Zelda's appearance is based on her design from The Legend of Zelda: A Link to the Past [2][3][4] and A Link Between Worlds,[5] with her overall design being a combination of the two.[6]
- As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, idle poses, and walking animation. All of these animations depict her as more expressive and cheerful than her SSB4 incarnation, which rarely showed emotion.
- Zelda has an updated Palutena's Guidance conversation to coincide with the design change.
- Most of Zelda's alternate costumes have been tweaked: the color of her tapestry now matches the upper half of her dress, with the bottom half of her red and blue costumes are now white instead of dark red and indigo respectively; her black costume now feature a purple gradation at bottom of her dress; and her Ocarina of Time-based costume has been modified to better match the coloration of the original. Finally, Zelda now has a new purple costume based on her appearance in The Legend of Zelda: Twilight Princess. It replaces her pink costume in SSB4, which was based on her A Link Between Worlds appearance, effectively swapping its place with her default costume.
- Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
- All of Zelda's taunts have been altered:
- Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips, vocalizing similarly to the Ice Climbers' side taunt and Daisy's down taunt.
- Her side taunt has a faster and flashier animation.
- Her down taunt is a more casual and joyful wave.
- Zelda hangs onto ledges with one hand.
- Zelda's dress has independent physics.
- Many of Zelda's attacks produce brighter, flashier magical effects.
- All of Zelda's victory poses are completely new:
- For the left-inputted pose, she conjures a small flame out of her finger and swirls it around playfully, akin to Lucas' right-inputted victory pose.
- For the right-inputted pose, she summons the Phantom armor and proudly poses in front of it.
- For the up-inputted pose, she emits magic out of two fingers and points at the screen.
- Zelda is more vocal, and is significantly more expressive. She vocalizes in all of her taunts and victory poses; she giggles during during her down taunt and new up-inputted victory pose; makes a kiai noise during her side taunt; makes a breathe during her new right-inputted pose. As with Link, Young Link and Ganondorf, she also now vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud.
Attributes
- Like all characters, Zelda's jumpsquat takes 3 frames to complete (down from 6).
- Zelda runs faster (1.3 → 1.43).
- Her initial dash speed is also much faster (1.6 → 1.958). This improves her approach on the ground and gives her an above average foxtrot.
- Zelda walks slightly faster (0.87 → 0.914).
- Zelda's air speed is slightly faster (1.04 → 1.092).
- Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 57).
Ground attacks
- Neutral attack:
- Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.
- It has significantly less startup lag (frame 11, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.
- The first portion's third hit has been removed, with its first two hits having a lower hitlag multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to jab lock and connect more reliably into the rapid jab.
- The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.
- Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.
- The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).
- The first portion no longer has set knockback (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and has gained a hitstun modifier of 2. At high percents, this causes it to connect much less reliably into the rapid jab, but grants it jab cancel setups.
- Forward tilt:
- Forward tilt no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.
- It uses five small hitboxes instead of three medium-sized ones, improving its horizontal range and making it more disjointed.
- However, this reduces its vertical range.
- It has more startup lag (frame 10 → 12).
- It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.
- It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot)) with knockback not fully compensated on the sweetspot (50 base/88 scaling → 72/69), increasing its KO potential.
- The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68), hindering its KO potential.
- The three sourspot hitboxes take priority over the two sweetspot hitboxes, making them harder to land.
- Up tilt:
- Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents lying down.
- The outermost hitbox is larger (5u → 5.5u), improving its range.
- Down tilt:
- Down tilt has less ending lag (FAF 25 → 22).
- It has 3 small unextended hitboxes instead of 1 medium-sized extended one, reducing its range.
- It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).
- This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.
- However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.
- Dash attack:
- Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u) and the sweetspot is extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.
- The late hit has a longer duration (frames 8-10 → 8-12).
- Dash attack has less ending lag (FAF 40 → 36).
- Forward smash:
- Forward smash's looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blindspot due to the new jostle mechanics.
- Up smash:
- Up smash only has seven hits instead of eight, reducing its total damage (15.4% → 14.6%).
- It has different angles (90°/366°/200°/200° → 90°/160°/100°/367°), allowing it to connect more reliably against aerial opponents, but no longer pulling opponents standing on either side of her into the looping hitboxes as easily.
Aerial attacks
- All aerials have less landing lag (19 frames → 12 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).
- Lightning Kicks and down aerial have unique sound effects when used.
- Neutral aerial:
- Neutral aerial is vulnerable to SDI again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the autolink angle (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits using weight-independent knockback and having a lower hitlag multiplier (1× → 0.6×).
- However, this improves the first hit's combo potential on grounded opponents if used in a short hop fast fall.
- The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).
- The last hit has a higher hitlag multiplier (1× → 2×).
- Neutral aerial is vulnerable to SDI again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the autolink angle (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits using weight-independent knockback and having a lower hitlag multiplier (1× → 0.6×).
- Forward aerial:
- Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).
- It auto-cancels earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.
- The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis (X offset: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.
- Its initial auto-cancel window is shorter (frames 1-3 → 1-2).
- Back aerial:
- Back aerial has less ending lag (FAF 53 → 50).
- It auto-cancels earlier (frame 52 → 45).
- The sweetspot has more base knockback (28 → 30).
- The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis (X offset: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.
- Up aerial:
- Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).
- It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.
- The hitbox is larger (8u → 9u).
- Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.
- It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). This improves the new clean hit's KO potential after a full hop and near the upper blast line, but slightly reduces it near ground level.
- It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has interruptibility frames to compensate for its total duration.
- Down aerial:
- Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.
- The late hit has smaller hitboxes (6u/6u → 5u/4u), reducing its range and worsening its gimping potential.
Throws and other attacks
- Grabs:
- Standing grab has more ending lag (FAF 38 → 40).
- Dash and pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)).
- However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.
- Dash grab has less range (Z2 offset: 14.5u → 13.3u).
- Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest reaching non-tether pivot grabs in the game.
- Pivot grab has less ending lag (FAF 45 → 43).
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.
- It deals much less damage (3% → 1.3%).
- Zelda grabs and pummels opponents with one hand instead of two.
- Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic.
- Forward throw:
- Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.
- Back throw:
- Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential from center stage.
- Up throw:
- Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150% without worsening its combo ability due to the change below, while in SSB4, it was unable to KO until around 200%.
- It has increased combo potential due to Zelda's faster jumpsquat and jump speed.
- It sends opponents at a marginally less vertical angle (88° → 87°).
- Down throw:
- Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).
- It has less base knockback (85 → 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.
- It sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents, but allowing it to combo better into a sweetspotted back aerial.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Nayru's Love:
- The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).
- Its intangibility starts one frame earlier (frame 5 → 4).
- It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.
- Its reflective hitbox timing (frames 5-43 → 5-40) has a shorter duration. The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).
- Din's Fire:
- Din's Fire no longer leaves Zelda helpless in the air.
- It travels a slightly longer distance.
- Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot), 4.5u → 4.8u (sourspot)).
- The flame has a more stylized appearance.
- Farore's Wind:
- Farore's Wind has less startup lag with the first hit having a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 → 76).
- Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).
- Zelda can drift in the air much sooner after reappearing.
- Zelda has more precise angles of reappearance, allowing her to land its second hit on enemies who DI the initial hit.
- The second hit has less base knockback (90/70 → 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 → 94).
- It shows small green orbs that move in the direction Zelda is moving while before reappearing.
- A more intense green/yellow vortex is produced at the start and end of the move.
- Phantom Slash:
- Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:
- 1st: Kick (frame 15)
- 2nd: Punch (frame 20)
- 3rd: Outward slash (frame 28)
- 4th: Downward slash (frame 38)
- 5th: Upward slash (frame 50, can be delayed up to frame 120)
- The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.
- All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).
- Releasing the Phantom has less ending lag (FAF 47 → 40).
- There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.
- Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (1st), 8.2% (2nd), 10.5%-11.8% (3rd), 14.1%-15.4% (4th), 17.7% (5th)), as the fully charged hit only hits once. It has also received negative shield damage (0 → -1, -1.5, -2, -2.5, -3).
- The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.
- The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.
- Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:
- Final Smash:
- Zelda has a new Final Smash called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and instantly KO'd; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.
- Compared to Light Arrow, Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).
- Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.
|Dr. Mario====Aesthetics===
- Dr. Mario's model features a more subdued color scheme. Like Mario, the fabric of his clothes feature greater detailing, and his head mirror's headband is cordovan brown instead of a dark taupe gray like in Melee. The inside of his pants are also slate grey instead of white. Additionally, Dr. Mario has a slightly darker skin tone.
- Dr. Mario has a new idle animation with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
- Most, if not all, of Mario's aesthetic and animation changes also apply to Dr. Mario:
- Dr. Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, although he still looks serious and with angry brows most of the time. In contrast, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
- Walking, air dodge, helpless, skidding, and ledge-hanging animations have changed. Additionally, Dr. Mario's sleeping animation is mirrored.
- Dr. Mario's mustache has independent physics, as it moves during certain animations.
- All of Dr. Mario's victory poses have been slightly altered.
- The victory animation where Dr. Mario rubs his chin has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.
- The victory animation where Dr. Mario throws Megavitamins has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.
- The victory animation where Dr. Mario poses with his stethoscope is more exaggerated.
Attributes
- Like all characters, Dr. Mario's jumpsquat animation takes 3 frames to complete (down from 5).
- Dr. Mario's damage modifier has been increased from 1.12× to 1.175×, meaning that all of his attacks have increased damage output and slightly higher KO power as a result.
- However, the damage modifier no longer applies to his floor attacks.
- Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to Ryu and the Mii Gunner.
- Dr. Mario runs slightly faster (1.3312 → 1.397792).
- His initial dash is also faster (1.3312 → 1.5375712), although it is the slowest in the game.
- Dr. Mario walks slightly faster (0.9152 → 0.917301).
- Dr. Mario's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is slightly higher than Mario's.
- Dr. Mario's air speed is slower (0.9292 → 0.9238784).
- Dr. Mario's first jump covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).
- Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
Ground attacks
- Neutral attack:
- Consecutive uses of the first hit of neutral attack are faster (11 → 6 frames).
- The first two hits transition into the subsequent hits noticeably faster (frame 10 → 5 (hit 1), 6 (hit 2)) and have less ending lag (FAF 23 → 20 (hit 1), 25 → 22 (hit 2)), no longer being slower than Mario's.
- The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
- However, its total duration was not fully compensated (FAF 36 → 34), giving it more ending lag.
- The third hit has increased base knockback (45 → 60).
- All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- All hits have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
- The first two hits no longer use set knockback (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → 361°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to lock, and gives them jab cancel setups at high percents, but causes them to connect less reliably.
- Forward tilt:
- Forward tilt deals slightly more damage (7% → 9%).
- Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
- It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.
- Up tilt:
- Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
- Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
- Down tilt:
- Down tilt's sweetspot takes priority over the sourspot.
- It has less knockback scaling (80 → 55) and has gained a hitstun modifier of 3, significantly improving its combo ability, to the point of possessing KO setups at high percents.
- Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
- Dash attack:
- Dash attack's clean hit deals more damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.
- The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
- It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.
- The late hit has a slightly bigger hitbox (2.6u → 2.7u).
- It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.
- Forward smash:
- Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.
- The electricity produced from Dr. Mario's forward smash is magenta/lavender instead of light blue.
- Up smash:
- Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to LSI and worsens its KO ability near the ledge.
- Its animation has been reversed, with Dr. Mario facing toward the screen rather than away from it.
- Down smash:
- Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the breakdance Mario performs on the cover of Dance Dance Revolution: Mario Mix.
Aerial attacks
- All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).
- Neutral aerial:
- Neutral aerial's late hit deals more damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.
- The late hit has larger hitboxes (3u → 3.6u).
- Forward aerial:
- Forward aerial has a different animation, with Dr. Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
- Up aerial:
- Up aerial has less ending lag (FAF 32 → 31).
- It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.
- It auto-cancels earlier (frame 18 → 17).
- Its hitboxes have a shorter duration (frames 4-8 → 4-7).
- Down aerial:
- Dr. Mario has a new down aerial: a downward stomp similar to that of Captain Falcon. It consists of only one hit instead of five.
- It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.
- It deals more damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that meteor smashes opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.
- It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.
- It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).
- Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-19), which also increases its ending lag despite its total duration being reduced.
- It no longer possesses a landing hit.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.25% → 1.3%).
- It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
- All of Dr. Mario's throws have been altered with more exaggerated animations.
- The speed of Dr. Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Back throw:
- Dr. Mario has a new back throw: he heaves the opponent overhead behind him.
- It releases opponents faster (frame 44 → 30), making it harder to DI.
- However, its total duration remains unchanged, increasing its ending lag.
- It has more knockback scaling (60 → 68). In combination with Dr. Mario's higher damage multiplier, this turns it into one of the strongest back throws in the game.
- It no longer possesses a collateral hit.
- Up throw:
- Up throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
- Dr. Mario faces horizontally rather than facing the screen.
- Down throw:
- Down throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
- Dr. Mario no longer spins after throwing the opponent.
- Edge attack:
- Edge attack deals more damage (7% → 8.51%).
Special moves
- Megavitamin:
- Megavitamin has less ending lag (FAF 53 → 50).
- It launches at a higher angle (361° → 65°), deals much more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), and has a higher hitlag multiplier (0.3× → 1×). Alongside the previous change, this greatly improves the move's camping and followup abilities.
- Due to these changes, however, it can no longer lock opponents.
- Megavitamins are slightly larger, and have been given an extended hitbox to match their size, increasing their range despite the hitbox itself being smaller overall (2u (clean)/1.8u (mid)/1.6u (late) → 1.7u).
- It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
- Dr. Mario no longer opens his mouth when using Megavitamin on the ground.
- Super Sheet:
- Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).
- It no longer gives the opponent super armor on hit.
- Super Sheet has an updated animation to differentiate it from Cape. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.
- Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
- Super Jump Punch:
- Super Jump Punch's clean hit has slightly more knockback scaling (100 → 105).
- The clean hit's hitbox is no longer extended towards Dr. Mario. Thanks to the new jostle mechanics, it doesn't induce a blindspot despite the reduced range.
- The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
- The clean hit has a lower hitlag multiplier (1.5× → 1×).
- It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.
- Dr. Tornado:
- Dr. Tornado hits seven times, up from five, and deals much more damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).
- It has gained percent-based heavy armor during frames 5-9 when used on the ground, with a threshold of 10%.
- It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).
- It gains more height via button mashing, improving Dr. Mario's recovery.
- The looping hits have shorter gaps between them (6 frames → 4), different angles (90°/180° (grounded), 90°/366° (aerial) → 90°/105°/367°), a lower hitlag multiplier (1× → 0.5×), and use set knockback for all their hitboxes, allowing them to connect much more reliably despite their increased SDI multiplier (1× → 1.2×).
- The last hit has more knockback scaling (130 → 154), which combined with its increased damage greatly improves its KO potential.
- The looping hits are only active for one frame each, instead of being fully active throughout and using a rehit rate (frames 10-33 → 10, 14, 18, 22, 26, 30).
- Dr. Mario opens his hands when using the move, and rises slightly upwards on the ground.
- It has a vortex form around Dr. Mario when used, much like Luigi Cyclone.
- Doctor Finale:
- At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.
- Damage from each hit is dealt solely based on how long the attack has been out, with the Megavitamins becoming more powerful as the attack continues. This makes the front Megavitamin worse early during the Final Smash, but the back Megavitamin stronger later during it.
- Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.
|Pichu====Aesthetics===
- Pichu's design and proportions have changed. It has thicker arms, rounder cheek spots, a thinner torso, smaller eyes, and a more oval-shaped head. Its ears are more narrow, and its black portions are thicker. Its feet are less detailed, and its eyes are brown instead of navy blue. Additionally, due to the aesthetic used in Ultimate, Pichu's model has a more subdued color scheme. Due to these changes, Pichu matches its appearances in the more recent Pokémon titles.
- Pichu's blue and red costumes no longer have it wear a scarf, while its green costume has been removed entirely. Pichu has also received five new alternate costumes, increasing its total to eight.
- Pichu 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.
- All of Pichu's non-attack animations are unique to the character.
- Pichu has a new idle animation where it wobbles left to right, and an idle pose where it looks back to twitch its tail.
- Pichu is much more expressive. Like Pikachu, its eyes become swirls when dazed, a detail derived from the Pokémon anime from when a Pokémon faints. It also looks angry during many of it's moves, such it's specials or grabbing an opponent. Pichu also has squash and stretch in its animations, giving it a more bouncy feel than in Melee.
- Pichu has been updated with universal features introduced in Brawl and SSB4.
- Pichu has an on-screen appearance, a Boxing Ring title, a Palutena's Guidance conversation, and an up taunt. Its left-facing taunt from Melee has been moved to its side taunt, and its right-facing taunt has been moved to its down taunt.
- Pichu uses various voice clips for any move between any tilt attack, its dash attack, and any aerial attack. Additionally, it always uses specific clips for each of its smash attacks.
- Pichu has a secondary KO scream, a voice clip when jumping, and a voice clip when emerging from underwater.
- Like Pikachu, Pichu's cheeks flash white when it uses electric attacks.
- Pichu no longer appears to sleep while crouching, most likely due to its ability to crawl.
- Pichu has a new victory animation where it discharges electricity and briefly faints (similar to its new taunt), then gets up and winks at the camera; this replaces the animation from Melee where it jumps and claps with its feet. Its other two victory animations from Melee are updated with new expressions and ending poses, and Pichu has voice clips for all of its victory animations.
Attributes
- Pichu can crawl, much like Pikachu. This allows for an easier approach while dodging projectiles.
- Pichu walks faster (1.24 → 1.302).
- Pichu dashes much faster (1.72 → 1.892), although it is slower relative to the cast, having the 25th fastest dash speed out of 78 characters compared to the 5th fastest out of 26 characters.
- Pichu's traction is slightly higher (0.1 → 0.11).
- Pichu's air speed is higher (0.85 → 1.029).
- Pichu's air acceleration is much higher (0.05 → 0.1), going from being the 12th highest out of 26 characters to the 9th highest out of 78 characters.
- Pichu is heavier (55 → 62), which improves its horizontal survivability, though it still remains the lightest character in the game.
- Pichu's gravity is higher (0.11 → 0.14).
- Due to the introduction of the gravity penalty for knockback, Pichu sustains more knockback especially since it has above average gravity. Additionally, the changes to knockback physics have made Pichu's vertical endurance even worse than it was in Melee despite its increased weight (being the worst in the game).
- Forward roll has less ending lag (FAF 32 → 29).
- Forward roll grants less intangibility (frames 4-19 → 4-14).
- Back roll grants less intangibility (frames 4-19 → 4-15) and has more ending lag (FAF 32 → 34).
- Spot dodge has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).
- Air dodge has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes helplessness, and allows Pichu to sweetspot edges with directional air dodges.
- Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for wavedashing.
- With the implementation of rage, Pichu's self-inflicted damage can gradually increase its launching power, and also keep itself out of kill confirm percentages. Conversely, Pichu's status as the lightest character in the game means it will not be able to survive very well at percentages which allow it to take advantage of rage, and will also die sooner against an opponent who has high rage.
- The removal of chain grabs immensely aids Pichu's endurance and longevity.
- However, this also removes some chain grabs Pichu was capable of performing on fast-fallers.
Ground attacks
- The increased shieldstun for ground attacks makes Pichu's slightly to moderately safer on shield, especially its tilt attacks.
- Neutral attack:
- Neutral attack has less ending lag (FAF 22 → 17) and it can be looped by holding the attack button.
- It deals less damage (2% → 1.2%).
- It deals more knockback (7 base/50 scaling → 10/20 base/60 scaling), hindering its ability to chain into itself.
- Forward tilt:
- Forward tilt has a different animation, where Pichu kicks in an upward arcing motion rather than straight forward, and electricity comes out of its legs.
- It has less ending lag (FAF 30 → 25).
- It has more range.
- It always trips opponents at low percents.
- It deals less base knockback but significantly more knockback scaling (10 base/100 scaling → 5/130), giving it KO potential at high percents.
- It has a shorter duration (frames 5-14 → 5-12).
- It has an electric effect and therefore causes recoil damage (1%).
- It can no longer be angled.
- Up tilt:
- Up tilt deals less knockback (20/25 base/120 scaling → 32/105), improving its combo potential but hindering its KO potential.
- It deals less damage (6% → 5%).
- Down tilt:
- Down tilt deals less damage (7% → 6%).
- It has a shorter duration (frames 7-9 → 7-8).
- It sends opponents at a vertical angle (35° → 80°/100°) and deals less knockback (12 base/100 scaling → 40/50), making it a potent combo starter but removing its edgeguarding and tech chasing potential.
- Dash attack:
- Dash attack has noticeably less ending lag (FAF 50 → 35).
- It deals more knockback (40 base/70 scaling → 60/100 (clean), 60/80 (late)).
- It has more startup lag and a shorter duration (frames 5-16 → 6-15).
- The late hit deals less damage (8% → 6%).
- It sends opponents at a more vertical angle (361° → 70°), reducing its edgeguarding potential, but improving its combo potential combined with the decreased ending lag.
- Forward smash:
- Forward smash's hits connect more reliably: their angles have been altered (0°/20°/180° → 366°/20°), and they have a reduced hitlag (0.3x) and SDI multiplier (0.5x), on top of the weakened SDI from Melee to Ultimate.
- The final hit deals more damage (6% → 8%), and the looping hits deal consistent damage due to changes to stale-move negation, increasing the total dealt (14.74% → 18%).
- It has more ending lag (FAF 51 → 54).
- The final hit deals less knockback (90 base/140 scaling → 68/123), hindering its KO potential despite its increased damage.
- Up smash:
- Up smash has intangibility on Pichu's ears while its hitboxes are active.
- It deals less damage (16% → 14%).
- It deals drastically less knockback (50/40 base/105 scaling → 40/15 base/85 scaling), which alongside its lower damage significantly hinders its KO potential, going from one of the strongest up smashes in Melee to one of the weakest in Ultimate.
- Down smash:
- Down smash hits multiple times instead of once.
- It deals more damage (13% → 1.5% (loop hits), 8% (final), 14% (total)) if all hits connect.
- The final hit deals more knockback (30 base/70 scaling → 45/150), KOing at around 125% from center stage, compared to the single hit in Melee KOing at around 170% under the same circumstances.
- Pichu moves forward and backwards during the attack and the hitbox is extended, increasing its horizontal range.
- It has more startup lag (frame 7 → 8).
- It sends at a more vertical angle (160° → 50°) that is less desirable for edgeguarding, no longer being a semi-spike.
- It has an electric effect and therefore causes recoil damage (1.3%).
Aerial attacks
- All aerials except back aerial have less landing lag (12 frames → 7 (neutral), 15 → 12 (forward), 18 → 11 (up), 26 → 22 (down)). However, due to the removal of L-canceling, their landing lag is not fully compensated.
- The decreased shieldstun for aerial attacks makes Pichu's less safe on shield compared to their L-canceled versions in Melee.
- Neutral aerial:
- Neutral aerial deals less damage (12%/9% → 7%/5%) without full compensation on knockback (clean: 18 base/100 scaling → 20/112, late: 0/100 → 0/112).
- It has a slightly shorter duration (frames 3-28 → 3-27).
- It has an altered animation: Pichu performs a frontflipping cartwheel instead of a somersault, and attacks with it's head instead of its tail.
- The hitbox is extended and follows Pichu as it spins around, giving it more range and better coverage around it.
- Forward aerial:
- Forward aerial causes considerably less recoil damage (4% (1% per hit) → 1.5%).
- It deals significantly more damage (2% → 3.5% (per hit); 7.46% → 14% (total)).
- The first three hits deal less set knockback (30 → 20), use the autolink angle (361° → 366°), and have a lower hitlag multiplier (0.5x), which alongside the weakening of SDI allows them to connect much more reliably.
- The last hit no longer deals set knockback (30 set/100 scaling → 55 base/140 scaling), making it safer on hit and granting it KO potential at high percents.
- The last hit has a shorter duration (frames 22-24 → 22-23).
- The last hit has a different launch angle (361° → 45°).
- Back aerial:
- Back aerial hits multiple times instead of once.
- The loop hits use the autolink angle (367°), allowing them to drag opponents down for combos.
- It has less ending lag (FAF 60 → 55).
- It deals more damage if all hits connect (9% → 2% (hits 1-5), 2.5% (last); 12.5% (total)).
- The last hit deals more knockback (20 base/100 scaling → 70/160), launches at a lower angle (361° → 42°), and always sends opponents towards Pichu's back, greatly improving its edgeguarding ability.
- It auto-cancels earlier (frame 50 → 38).
- It has more startup lag (frame 4 → 5).
- It has an electric effect and therefore causes recoil damage (1.5%).
- Back aerial hits multiple times instead of once.
- Up aerial:
- Up aerial deals less knockback (100 base/60 scaling → 70/70), improving its combo potential.
- It has slightly less ending lag (FAF 28 → 27).
- Down aerial:
- Down aerial has a clean hit that deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), greatly improving it edgeguarding and onstage combo abilities.
- Pichu's ears are intangible during the clean hit.
- It auto-cancels earlier (frame 38 → 32), doing so at the peak of a short hop.
- The landing hit no longer deals set knockback (30 set/100 scaling → 50 base/100 scaling).
- The clean hit deals less knockback (20 base/100 scaling → 16/86), hindering its KO potential onstage.
- Using the move in the air causes more recoil damage (1% → 1.5%), but landing with it causes less (1% → 0.5%).
Throws and other attacks
- Grabs:
- Standing and dash grab have less startup lag (frame 7 → 6 (standing), 11 → 8 (dash)).
- Standing grab has more range.
- Dash grab has slightly less ending lag (FAF 41 → 40).
- Standing grab has slightly more ending lag (FAF 31 → 32).
- When grabbing, Pichu swipes one hand sideways, instead of grabbing overhead like Pikachu. Pichu also no longer rolls over after performing a dash grab.
- Pummel:
- Pummel deals more hitlag (4 frames → 14), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 25 → 6), shortening its duration.
- It causes significantly less recoil damage (1% → 0.1%).
- It deals less damage (3% → 1.4%).
- The removal of chain grabbing combined with the changes to knockback significantly hinders forward throw, up throw and down throw's damage racking potential.
- All throws except forward throw no longer have an electric effect.
- Forward throw:
- Forward throw deals more damage (2% → 1.5% (loop hits), 2% → 6% (throw), 9% → 12% (total)) with no compensation on knockback, making it a viable KO option near the edge.
- It causes slightly less recoil damage (1% → 0.8%).
- It no longer has any hitlag, executing faster as a result.
- Its first four hits are slower (frame 10, 14, 18, 22 → 11, 15, 19, 23), and it releases the opponent faster (frame 29 → 27) with its total duration unchanged. This slightly hinders its combo potential.
- Back throw:
- Back throw releases the opponent faster (frame 30 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pichu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to DI.
- Its speed is no longer weight-dependent.
- It has a different animation.
- Up throw:
- Up throw releases the opponent faster (frame 20 → 15) and has less ending lag (FAF 44 → 36), improving its combo potential from low to mid percents.
- Down throw:
- Down throw releases the opponent faster (frame 20 → 19) and has less ending lag (FAF 48 → 40), improving its combo potential from low to mid percents despite its increased knockback.
- The first hit has more startup (frame 12 → 14).
- It deals less damage (5% (hit 1 and throw) → 4%; 10% → 8% total) and has significantly increased knockback scaling (38 → 100), hindering its combo potential at high percents, while still lacking KO potential.
- Edge attack:
- Edge attack deals more damage (8% → 9%).
Special moves
- Thunder Jolt:
- Thunder Jolt has less ending lag (FAF 58 → 52).
- It causes less recoil damage (1% → 0.7%).
- The grounded version has increased base knockback (10 → 25 (grounded opponents)/13 (aerial opponents)).
- Pichu can no longer fast fall or control its trajectory while using the move.
- The grounded version deals less damage on its later frames (7% → 7% (clean), 6% (mid), 5% (late)).
- Skull Bash:
- When it hits an opponent, Skull Bash causes Pichu to bounce back in an animation with significantly less lag, making it safer to use.
- It deals less damage (5%-39% → 4%-33%).
- It causes more recoil damage (1% → 1.8%).
- Agility:
- Agility travels a longer distance.
- It causes less recoil damage (1%/3% → 0.9%/1.4%).
- It has less ending lag when used into the ground.
- It has an angle indicator to telegraph Pichu's trajectory. This may help prevent missed directional inputs, but makes Pichu's movement more predictable.
- Thunder:
- Thunder meteor smashes targets hit near the cloud (94° → 270°), much like Pikachu's version from Smash 4 onward, dealing more damage (4% → 6%) and leading into the shockwave.
- The shockwave deals more damage (13% → 14%) and has more knockback scaling (60 → 65), allowing it to KO at around 110% from center stage.
- If the Thunder hits Pichu, it will rise a bit, helping its recovery.
- The shockwave causes more recoil damage (3% → 3.5%).
- The lightning bolt no longer hits multiple times.
- Thunder passes through the stage. While this lets Pichu use it as a close range attack under platforms and such, it also means Pichu can hurt itself doing so.
- The lightning bolt has different knockback values (80 base/55 scaling → 74/60).
- The electricity discharged when the lightning strikes Pichu is yellow rather than blue and has Pichu flash with a dark tint.
- Pichu has a Final Smash, Volt Tackle, which is nearly identical to Pikachu's: it has Pichu dash quickly around the stage at different angles while surrounded in a ball of electricity, then launching opponents with an electric blast at the end of the move as the ball disappears. It also causes massive recoil damage, unlike Pikachu's version of the move.
|Falco====Aesthetics===
- Falco's design takes elements from Star Fox Zero and his design in Super Smash Bros. 4. He now wears his flight suit and headset from Zero, and his eyes are now colored green instead of blue. His beak and feathers are also more pronounced. Lastly, the aesthetic used in Ultimate has resulted in Falco's overall color scheme being more vibrant.
- Falco's holster has been redesigned indigo with vegas gold tints, and his headset is now entirely gray. These changes are unique to Ultimate.
- Idle, sidestep, roll, initial and secondary falling animations animations have changed slightly. However, he will revert to his idle animation from Brawl while holding a small item.
- Much like in Melee, Falco has a voice clip when performing his midair jump. Due to the changes in the last game, he now vocalizes occasionally.
- Falco now says "Come on!" during his side taunt instead of "Get some!".
- Falco now does a different pose in his jumping in the air victory animation.
- Falco has a new victory pose. He walks up to the camera, shrugs, and says "Sorry! Gotta jet!" while crossing his arms. This line replaces his "You aren't worth the trouble." line from previous games.
Attributes
- Like all characters, Falco's jumpsquat animation takes 3 frames to complete (down from 6).
- Falco runs much faster (1.472 → 1.619).
- His initial dash speed is faster (1.9 → 2.035).
- Falco walks slightly faster (1.28 → 1.344).
- Falco's air speed is slightly higher (0.93 → 0.977).
- Falco's traction is significantly higher (0.065 → 0.127).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
- Back roll has a new animation in which Falco jumps backwards after the initial flip. As such it covers even more distance.
- Spot dodge has more startup (frame 2 → 3).
- Air dodge grants more intangibility (frames 2-26 → 2-27).
- Air dodge has more ending lag (FAF 32 → 44).
Ground attacks
- Neutral attack:
- The first hit transitions into the second faster (frame 9 → 5), which transitions into the neutral infinite faster (frame 10 → 7). The second hit's automatic transition into the infinite (by holding the button when it hits) is also faster (frame 18 → 7).
- The neutral infinite has faster startup (frame 8 → 5), a much shorter gap between hits (5 frames → 2), and deals less hitlag, in addition to keeping opponents on the ground, allowing it to connect much more reliably and making it harder to escape.
- The neutral infinite's finisher has a new animation: Falco performs a spinning downwards kick instead of a knifehand strike, and backflips upon finishing the attack.
- Neutral infinite's finisher connects better due to its hitbox change, as it was prone to missing in Smash 4.
- All hits except the finisher deal less damage (3% → 1.5% (hit 1), 2% → 1.5% (hit 2), 0.4% → 0.3% (infinite)).
- Falco no longer moves forward when performing each hit of neutral attack, decreasing its range. Additionally, the first two hits have a shorter duration (frames 2-4 → 2 (hit 1), frames 3-5 → 3-4 (hit 2)).
- The neutral infinite's finisher has one frame more ending lag (FAF 40 → 41).
- The first and second hits have altered angles (68°/77°/80° (hit 1), 80°/50°/45° (hit 2) → 361°/180° (both)) and knockback (35 (base), 30 (scaling) (hit 1), 30/30 (hit 2) → (25/20)/(30/25/20) (both)) to keep opponents close to Falco, akin to other neutral attacks. This allows them to connect better and jab lock, but hinders their guaranteed jab cancel setups.
- Neutral infinite has a much larger "wind" particle around Falco while he spins.
- Forward tilt:
- Forward tilt has less ending lag (FAF 28 → 25).
- It deals less damage (9% → 6%), with altered knockback (0 (base), 100 (scaling) → 42/60). While this makes forward tilt slightly safer at lower percents, it hinders its locking potential and greatly reduces its KO potential to the point it can no longer KO under 300% from center stage.
- Up tilt:
- Up tilt has much less ending lag (FAF 37 → 30), significantly improving its combo potential.
- It deals less damage (4% → 3.5% (hit 1), 3% → 2.7% (hit 1, late tip), 5% → 4% (hit 2)).
- The second hit's knockback was not compensated, further aiding in combos but reducing its KO potential.
- Down tilt:
- All of down tilt's hitboxes deal more damage (12%/11%/9% (near/mid/far) → 13%/12%/10.5%) and the mid hits have higher base knockback (35 → 40). This improves the move's KO potential, while keeping its combo potential intact due to Falco's faster jumpsquat.
- Down tilt has more startup (frame 7 → 10), with its total duration increased as well to match the change to startup (FAF 29 → 32).
- Forward smash:
- Forward smash deals more damage (15% → 16% (clean), 10% → 12% (late)), with its knockback scaling not fully compensated (90/93/96 → 89/91/93), improving its KO potential.
- It has an altered animation where Falco does not move as far forward, hindering its range.
- Up smash:
- Up smash has a new animation: a 540 kick while facing the camera (if facing left, his back is toward the camera). In terms of execution, it is similar to Captain Falcon's up smash.
- Up smash's second hit deals slightly more damage (12% → 13%), although with its knockback compensated (31 (base), 104 (scaling) → 28/102).
- Its animation change lifts its hitboxes much higher from the ground. This prevents it from hitting behind Falco, and reduces its horizontal reach in front of him, with up tilt's first hit having more range; it also limits his ability to hit shorter, crouching or prone opponents with the move, even if they are directly in front of him. This drastically reduces up smash's utility.
- The second hit has a shorter duration (frames 13-20 → 13-18).
- Down smash:
- Down smash has one extra frame of intangibility (frames 3-7 → 3-8).
- It has more startup lag (frame 7 → 8).
- The sourspot's angle has been altered (80° → 361°).
- Falco's torso faces the camera while performing down smash. He also spreads his palms out towards the camera, with one arm on the ground.
Aerial attacks
- All aerials have less landing lag (15 frames → 9 (neutral, up), 25 → 15 (forward), 15 → 13 (back), 23 → 14 (down)).
- Neutral aerial:
- Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 19 (hit 4)).
- However, the move's total duration remains the same, thus increasing its ending lag. This worsens its ability to combo into other attacks without landing.
- Its reduced landing lag allows it to combo into itself repeatedly near the ground from low to mid percents, drastically improving its damage racking potential.
- Due to Falco rising faster from his jumps, opponents are more likely to fall out of neutral aerial's looping hits, making it harder to connect.
- It has a larger "wind" particle around Falco while he spins.
- Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 19 (hit 4)).
- Forward aerial:
- Forward aerial has less startup lag (frame 10 → 7).
- However, its total duration remains the same, thus slightly increasing its ending lag.
- It auto-cancels earlier (frame 46 → 42).
- The landing hit deals more base knockback (30 → 50), allowing it to KO more reliably near edges.
- The initial auto-cancel window is shorter (frames 1-5 → 1-4).
- The last hit has lower knockback scaling (145 → 137).
- Forward aerial has less startup lag (frame 10 → 7).
- Back aerial:
- Back aerial has significantly increased startup lag (frame 4 → 9). This makes it harder for him to hit opponents out of a short hop with the move, and it is no longer one of the fastest-starting back aerials in the game.
- However, its total duration remains the same, thus reducing its ending lag compared to the hitbox, slightly improving its followup potential.
- It auto-cancels later (frame 15 → 20).
- It has a slightly altered animation, with one of Falco's arms facing the camera while he looks back over his shoulder.
- Back aerial has significantly increased startup lag (frame 4 → 9). This makes it harder for him to hit opponents out of a short hop with the move, and it is no longer one of the fastest-starting back aerials in the game.
- Up aerial:
- Up aerial does less damage (10% → 9%), with its knockback compensated (35 (base), 90 (scaling) → 38/95).
- It has an altered animation where Falco's body faces the side of the screen more than in SSB4, matching the hitboxes more closely.
- Down aerial:
- Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in Brawl.
- However, its total duration remains the same, thus increasing its ending lag.
- It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup and lower landing lag, this significantly improves its previously situational use, making it more reliable for approaching and contesting opposing attacks.
- Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.
- Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in Brawl.
Throws and other attacks
- All grabs have less startup lag (frame 8 → 6 (standing), frame 10 → 9 (dash), frame 11 → 10 (pivot).
- Standing and dash grab have more ending lag (FAF 32 → 35 (standing), 40 → 43 (dash)).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 5 → 1) and ending lag (FAF 16 → 7).
- As a consequence of the faster knockback physics, back throw and up throw's lasers stop connecting earlier.
- Back throw:
- Back throw's release deals less knockback. However, due to the aforementioned change, this fails to make it connect better into the laser, while reducing the move's KO potential.
- Up throw:
- Up throw has increased combo ability due to Falco's faster jumpsquat and jump speed.
- Down throw:
- Down throw has an altered animation. Falco lays the opponent on the ground and fires a point-blank Blaster shot without slamming the opponent downwards.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Blaster:
- Grounded Blaster fires faster (frame 11 → 8) and has significantly lowered ending lag (FAF 59 → 42).
- Aerial Blaster fires faster (frame 9 → 7) and has drastically lowered ending lag (FAF 50 → 39). As a result, short hop Blaster shots now cause Falco to experience only 6 frames of landing lag.
- Consecutive aerial Blaster shots fire slower.
- The grounded version has a shorter delay between consecutive shots (29 frames → 26).
- Blaster has different sound effects when fired and when hitting an opponent.
- Falco Phantasm:
- Grounded Falco Phantasm has less ending lag on the ground (FAF 61 → 56).
- The grounded version has altered knockback (40 (base), 100 (scaling) → 83/50). Combined with the aforementioned change, and Falco's faster jumpsquat and jump speed, this grants it combo potential from low to mid percents if it hits near the end of the dash.
- Aerial Falco Phantasm travels a slightly shorter distance.
- It no longer travels through shields, making it extremely unsafe if blocked.
- Fire Bird:
- The charging portion's looping hits launch opponents towards Falco instead of away from him, allowing them to connect much more reliably.
- The dashing portion's looping hits connect significantly more consistently, due to using a different autolink angle that lifts opponents off the ground, though it is still prone to launching opponents away at very high percents.
- Fire Bird is able to deal more damage (31% → 33%)
- Reflector:
- Reflector has less ending lag (FAF 51 → 47), improving its safety both defensively and offensively.
- It can no longer be reflected.
- It no longer has a bonus trip chance, removing its followups and safety on hit at close range.
- It now deals hitlag.
- Reflector's ending animation has been altered, with Falco standing upright to catch his Reflector while turned slightly.
- Final Smash:
- Falco has a new Final Smash, Team Star Fox, which involves him leading an Arwing strike in a similar manner to Fox's Final Smash, but with a more erratic and aggressive flight pattern. Unlike Fox's version, Falco's sends opponents almost vertically.
- Upon activating, Falco yells, "Showtime!" If the Arwings successfully catch their target, Falco yells, "Time for a little payback!", one of Falco's famous quotes from Star Fox 64 with it captioned on screen during the cinematic.
- If the Final Smash hits multiple opponents, he will yell "We've got multiple bogies inbound!". [2]
- Team Star Fox can potentially deal more damage than Landmaster (although it could also deal a lot less), and the single hit has increased KO power, making it more consistent.
- It is much easier to avoid compared to Landmaster, and is overall less versatile.
- Due to being a cutscene Final Smash, Falco can no longer accidentally self-destruct like he could in the Landmaster.
|Marth====Aesthetics===
- Due to the aesthetic used in Ultimate, Marth's model features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing, and his hair is slightly more unkempt. His eyes are also sharper.
- Exalted Falchion retains its design from Shadow Dragon and the Blade of Light, but has been altered to better resemble its official artwork. Its scabbard is its most significant change, now being near identical to its official artwork compared to its previous grey blue-pattern scabbard from Melee.
- Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from Shadow Dragon and the Blade of Light.
- Marth has several new basic animations. His idle, crouch, and sidestep all have new animations, and his jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in Smash 4. However, he will revert to his previous idle pose and crouch when holding a small item.
- Marth's sweetspotted moves now a unique heavy sword SFX, similar to Ike's sword. He shares this distinction with Roy.
- Marth is more expressive overall.
- Much like in Melee, Marth has a voice clip when performing his first jump. Due to the changes in the last game, he now vocalizes occasionally.
- Marth's cape has better physics and rigging, allowing for more fluid animations.
- In non-Japanese versions, Marth is fully dubbed in English. In the Japanese version, Marth has completely new voice clips for the first time since Melee.
- His up taunt has him say, "This is it!" in English, as he points his sword upwards. In Japanese, he says "行くぞ!", which means "Let's go!".
- His side taunt has him say, "I won't lose!" in English. In Japanese, he says "僕は負けない!", which also means "I won't lose!"
- His down taunt has him say, "Keep your eyes open!", a phrase similar to "みんな、見ていてくれ!" ("Everyone, watch over me!"), which remains the same in the Japanese version.
- Marth's side taunt has been shortened; he only swings his sword once before sheathing it.
- Marth's victory animations are all different.
- His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to swinging it above his head first, saying "The day is mine!" (今回は僕の勝ちだね。, This time victory is mine.)
- The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" (今日も生き延びることが出来た。, I was able to survive again today.)
- The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." (僕は負ける訳には行かないんだ。, I can't afford to lose.) This replaces his old one where he stands with his right arm outstretched before lowering it to his side.
Attributes
- Like all characters, Marth's jumpsquat animation takes 3 frames to complete (down from 5).
- Marth walks faster (1.5 → 1.575).
- Marth runs significantly faster (1.785 → 1.964).
- Marth's initial dash is significantly faster (1.5 → 2.255).
- Marth's air speed is faster (1.02 → 1.071).
- Marth's traction is much higher (0.055 → 0.114).
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
- Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit much faster (frame 18 → 11), allowing it to connect better.
- Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
- Both hits have higher hitlag multipliers (0.7×/1.25× → 1.3×/1.7×), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Marth, akin to other neutral attacks. This allows it to jab lock much like in SSB4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups, which made it one of Marth's most potent punishment tools in SSB4.
- This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.
- The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.
- Dash attack:
- Dash attack's tipper hitbox deals more base knockback (80 → 95), improving its KO potential.
- The move has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).
- It has a different animation, with Marth swinging in a slightly more horizontal arc.
- Forward smash:
- Forward smash's non-tipper hitboxes deal less knockback (55 base/80 scaling → 48/75), no longer being able to KO middleweights under 100% at the edge and making the move unsafe at low percents.
- Up smash:
- Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
- Down smash:
- Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively.
- It has one frame more ending lag (FAF 55 → 56).
- The second hit's non-tipper hitboxes have less base knockback (70/50/50 → 40), hindering its KO potential.
- The first hit's non-tipper hitboxes have different base knockback in between the previous vertical-launching and horizontal-launching hitboxes (70/50/50 → 60).
Aerial attacks
- All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
- Neutral aerial:
- Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.
- Forward aerial:
- Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 3.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.
- The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.
- Back aerial:
- Back aerial has altered hitbox placements (2.5u/0u/7.7u → 3.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). This reduces its range and makes the tipper harder to land.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
- The meteor smash hitbox is larger (4.3u → 5u).
- The meteor hitbox has a higher hitlag multiplier (1× → 1.3×).
Throws and other attacks
- Grabs:
- Standing grab has less startup (frame 7 → 6).
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- The speed of Marth's throws is no longer weight-dependent. This improves his down throw's combo potential on heavyweights, but reduces it on lightweights.
- All of Marth's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
- However, back throw's total duration remains unchanged, giving it less ending lag.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
- Forward throw:
- Marth has a new forward throw, a quick elbow strike to the opponent's chest.
- Due to the new knockback speed up effect, it has lost its combo potential.
- Up throw:
- Up throw deals more damage (4% → 5%).
- It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
- Down throw:
- Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
- The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.
- Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Shield Breaker:
- Shield Breaker can be angled vertically.
- It deals 1.15× its regular damage if it hits an opponent's head.
- Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
- Marth composes himself after performing the move.
- The move triggers Special Zoom upon breaking an opponent's shield.
- Dancing Blade:
- All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
- All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
- All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30 base/70/50/70 scaling → 30/25 (second, up), 40 b/50/35/50 s → 55/30 (third, neutral), 40 b/60/40/60 s → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
- The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
- The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
- The fourth forward swing's tipper has greater knockback overall (60 base/130 scaling → 85/125), improving its KO potential.
- The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
- However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
- The fourth upward swing's hitboxes have extended downward, no longer causing it to whiff against short opponents and improving its vertical reach.
- All swings deal less damage (3%/4% → 2.5%/3% (first & second), 4%/5% → 3%/4% (third, neutral & up), 4.5%/5.5% → 3%/4% (third, down), 5%/7% → 4%/6% (fourth, neutral), 6%/8% → 5%/7% (fourth, up), 6% → 5% (fourth, down, last hit's tipper)).
- The first swing has more startup (frame 6 → 9).
- The fourth forward swing's non-tipper hitboxes deal less knockback (60 base/130 scaling → 74/103), hindering their KO potential.
- The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
- Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to his forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Marth spinning before he slashes the opponent.
- The third downward swing has an altered animation, now being a low outward swing instead of a stab.
- Dolphin Slash:
- Dolphin Slash has more landing lag (20 frames → 24).
- It leaves multiple afterimages of Marth during the leap.
- Counter:
- Counter's counterattack has less startup (frame 5 → 4).
- It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).
- Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "させない!".
- If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
- Critical Hit:
- Due to the changes to teching, Critical Hit is almost impossible to tech though at some circumstances such as Shulk's Shield Monado Art can still tech at very low percentage.
|Lucina====Aesthetics===
- Due to the aesthetic used in Ultimate, Lucina's model features a more vibrant color scheme. Her clothing now has subtle detailing, and her hair has been reshaped. Her face also appears sharper, with her cheeks now showing a slight pink blush.
- Being an Echo Fighter of Marth, his animation changes carry over to Lucina:
- Lucina has several new basic animations. Her idle, crouch, and sidestep all have new animations, and her jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in SSB4. She also has a new screen KO animation. However, she will revert to her SSB4 idle pose and crouch when holding a small item.
- Lucina now occasionally vocalizes when performing her first jump.
- Lucina's cape has better physics and rigging, allowing for more fluid animations.
- Lucina's victory theme is now a snippet of the Fire Emblem Awakening song, "Id (Purpose)".
Attributes
- Like all characters, Lucina's jumpsquat animation takes 3 frames to complete (down from 5).
- Lucina walks faster (1.5 → 1.575).
- Lucina runs significantly faster (1.785 → 1.964).
- Lucina's initial dash is significantly faster (1.5 → 2.255).
- Lucina's air speed is faster (1.02 → 1.071).
- Lucina's traction is much higher (0.055 → 0.114).
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
- Lucina is taller, and is now as tall as Marth. This increases her range, but also increases her hurtbox, making her easier to hit.
- Lucina has a new jump animation where she picks up her feet more, allowing her to short hop over certain projectiles.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit much faster (frame 19 → 11), allowing it to connect better.
- Neutral attack does not retain Lucina's horizontal momentum anymore; like Marth, she stops if she uses her neutral attack.
- Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
- Both hits have higher hitlag multipliers (0.7× → 1.3×), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Lucina, akin to other neutral attacks. This allows it to jab lock much like in Smash 4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups.
- The first hit has an altered animation where Lucina swings in a more horizontal arc, matching its hitboxes better.
- Forward tilt:
- Forward tilt deals slightly more damage (10.925% → 11%), albeit with knockback scaling compensated (77 → 74).
- Up tilt:
- Up tilt does not retain Lucina's horizontal momentum anymore; like Marth, she stops if she uses her up tilt.
- Up tilt has 2 new hitboxes on the first frame of its activation, improving the first frame's notoriously poor range.
- Lucina's up tilt has her move forward just like Marth's. This improves its horizontal range, but makes it harder to repeatedly land the stronger late hit.
- Dash attack:
- Dash attack deals more damage (9.975% → 10.925%).
- It deals significantly more knockback (48 base/58 scaling → 75/67), giving it KO potential.
- It has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- The move has a different animation, with Lucina swinging in a slightly more horizontal arc.
- Forward smash:
- Forward smash has less knockback scaling (80 → 73).
- Up smash:
- Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
- Down smash:
- Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively, despite the lower base knockback on both hits (60 (both) → 55 (front)/45 (back)).
- It has one frame more ending lag (FAF 55 → 56).
Aerial attacks
- All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
- Neutral aerial:
- Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing when combined with its lower landing lag.
- It deals slightly more damage (4.2% → 4.275% (hit 1), 8.5% → 8.55% (hit 2)).
- Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall.
- Forward aerial:
- Forward aerial has altered hitbox placements (2u/0u/7.7u → 3.5u/0u/7.5u (Z-offset), 0u/0u/0u → 1u/1u/1u (X-offset)), and the hitboxes are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u), reducing its range.
- It has less knockback scaling (85 → 77), hindering its KO potential, but allowing it to combo for longer.
- Back aerial:
- Back aerial has altered hitbox placements (2.0u/0u/7.7u → 3.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)), reducing its range.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
- It deals slightly more damage (12.3% → 12.35% (non-meteor), 14.2% → 14.25% (meteor)).
- The meteor smash hitbox is larger (4.3u → 5u), and lower down (Y offset: -3u → -3.3u), improving its range.
- The meteor hitbox has a higher hitlag multiplier (1× → 1.2×).
Throws and other attacks
- Grabs:
- Standing grab has less startup (frame 7 → 6).
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- The speed of Lucina's throws is no longer weight-dependent. This improves her down throw's combo potential on heavyweights, but reduces it on lightweights.
- All of Lucina's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
- However, back throw's total duration remains unchanged, giving it less ending lag.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
- Forward throw:
- Lucina has a new forward throw, a quick elbow strike to the opponent's chest.
- Due to the faster knockback physics, it has lost its combo potential.
- Up throw:
- Up throw deals more damage (4% → 5%).
- It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
- Down throw:
- Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
- The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.
- Its animation has been changed slightly, with Lucina slamming the opponent onto the ground with a more exaggerated throw.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Shield Breaker:
- Shield Breaker can be angled vertically.
- It deals 1.15× its regular damage if it hits an opponent's head.
- Shield Breaker has less knockback scaling (95 → 90).
- Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
- Shield Breaker only has the Parallel Falchion glow purple instead of Lucina's whole body.
- The move triggers Special Zoom upon breaking an opponent's shield.
- Dancing Blade:
- All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
- All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
- All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30/60 → 30/25 (second, up), 40/43 → 55/30 (third, neutral), 40/50 → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
- The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
- The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
- The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
- However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
- All swings deal less damage (3.325% → 2.85% (first & second), 4.275% → 3.325% (third, neutral & up), 4.75% → 3.325% (third, down), 5.7% → 4.75% (fourth, neutral), 6.65% → 5.7% (fourth, up), 4.75% → 4.275% (fourth, down, last hit)).
- The first swing has more startup (frame 6 → 9).
- The fourth forward swing has lower knockback overall (60 base/130 scaling → 74 base/115 scaling), which alongside its lower damage hinders its KO potential.
- The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
- Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to her forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Lucina spinning before she slashes the opponent.
- The third downward swing has an altered animation, now being a low outward swing instead of a stab.
- Dolphin Slash:
- Dolphin Slash has more landing lag (20 frames → 24).
- It leaves multiple afterimages of Lucina during the leap.
- Counter:
- Counter's counterattack has less startup (frame 5 → 4).
- Counter has more ending lag (counter: FAF 60 → 65, attack: FAF 36 → 41).
- If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
- Critical Hit:
- Due to the changes to teching, Critical Hit is almost impossible to tech, although under some circumstances such as with Shulk's Shield Monado Art, it can still be teched at very low percentages.
|Young Link====Aesthetics===
- Due to the game's graphical improvements, Young Link's design is drastically more detailed, particularly in his hair. His colors are more subdued than they were in Melee, while his eye color is more vibrant.
- The Kokiri Sword now has a bronze hilt, and leaves behind a white trail with blue accents, as opposed to a pure white trail in Melee.
- Additionally, Link's yellow and blue Spin Attack sword trail from SSB4 is recycled for Young Link, as Link now has a unique sword trail.
- Young Link has gained three additional alternate costumes, bringing his total up to the standard eight. His black alternate costume now also has grey hair, black skin and red eyes, matching Dark Link's appearance as of The Legend of Zelda: Twilight Princess, as well as Link and Toon Link's corresponding counterparts.
- Young Link is much more expressive. He appears angry while attacking, and smiles in his taunts and one of his victory poses.
- Young Link has been updated with universal features introduced in Brawl and SSB4.
- Young Link now has an on-screen appearance, a Boxing Ring title, a Palutena's Guidance conversation, and two new taunts. His taunt from Melee has been moved to his down taunt, and executes significantly faster.
- Young Link uses various voice clips for any move between the third hit of his neutral attack, any tilt attack, his dash attack, and any aerial attack (except grab aerial), and always uses specific clips for each of his smash attacks.
- Young Link has new voice clips for taking medium and heavy knockback, a second KO voice clip, and a different Star KO scream.
- Young Link vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud. He shares this addition with Link, Zelda and Ganondorf.
- All sword attacks make a standard slash sound effect on hit, instead of a punch/kick sound effect like in Melee.
- Young Link's victory pose where he adjusts his belt is slightly different. After adjusting his belt, he holds the Kokiri Sword and flicks his nose with his thumb.
Attributes
- Young Link is relatively bigger than in Melee. This increases his range, but also increases his hurtbox.
- Like all characters, Young Link's jumpsquat animation takes 3 frames to complete (down from 4).
- Young Link walks faster (1.2 → 1.26).
- Young Link runs faster (1.6 → 1.749).
- His initial dash speed is much faster (1.72 → 2.09).
- Young Link's air speed is slower (1 → 0.966), one of the few exceptions to returning veterans. It has gone from the 6th highest air speed to only the 60th highest.
- Young Link's falling speed has been reduced (2.13 → 1.8), but is now faster relative to the roster.
- Young Link's midair jump is significantly higher. This improves his ability to recover back to the stage.
- Young Link's fast falling speed is much more in line with the rest of the roster (2.2 → 2.88), in comparison to his almost unnoticeable fast fall in Melee. This greatly increases the versatility of his air game, and allows him to use various mixups like other characters.
- Young Link's Deku Shield now protects him from projectiles while walking, similar to the shields of all other Link incarnations.
- Young Link is slightly heavier (85 → 88), improving his survivability, while still being less susceptible to combos than in Melee due to the changes to hitstun and his decreased falling speed.
- The removal of meteor canceling harms Young Link more than any other returning veteran, as he no longer has access to any meteor smashes of his own, whereas his endurance is significantly hindered against opponents' meteor smashes.
- Both rolls have noticeably less ending lag (FAF 38 → 29 (forward), 34 (back)), making them safer to use for repositioning and escaping pressure.
- Both rolls grant less intangibility (frames 4-19 → 4-14 (forward), 4-15 (back)).
- Spot dodge has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).
- Air dodge has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes helplessness, and allows Young Link to sweetspot edges with directional air dodges.
- Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for wavedashing. Young Link can also no longer use his grab aerial out of an air dodge, hindering his recovery.
Ground attacks
- The increased shieldstun for ground attacks makes Young Link's slightly to moderately safer on shield, especially his tilt attacks (although not his smash attacks due to their increased ending lag).
- Neutral attack:
- The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes (361° → 180°), akin to other neutral attacks. This allows them to connect more reliably.
- The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).
- All hits have less startup (frame 6 (first hit)/frame 7 (second & third) → 4/6), with the first and second's total duration decreased as well (FAF 20/18 → 18/17).
- The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like Link's (361° → 30°), increasing its safety on hit at low percents and allowing it to set up tech-chases.
- Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.
- Neutral infinite has faster startup (frame 10 → 6), a shorter gap between hits (7 frames → 2), and deals less knockback (10 base/40/50/60 scaling → 8/15) while gaining a hitstun modifier of 2 on each hit, allowing it to connect much more reliably. Like all neutral infinites since Smash 4, it has also gained a finisher in the form of an ascending slash, making it significantly safer.
- Neutral infinite has gained a lower hitlag multiplier (0.5×) and SDI multiplier (0.4×), which alongside the changes to DI and SDI from Melee to Ultimate make it much harder to escape from, increasing its reliability for racking up damage.
- Neutral attack deals less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)).
- The first three hits have shorter durations (frames 6-8 (hit 1), 7-9 (hit 2), 7-11 (hit 3) → 6-7 (all)).
- The third hit has more ending lag (FAF 33 → 36), and decreased knockback scaling (100 → 70), causing it to KO later from center stage despite its higher base knockback.
- Like most neutral attacks from Brawl onward, the full sequence of hits can be unleashed by simply holding the attack button instead of pressing it multiple times. Likewise, the neutral infinite can be looped by holding the button instead of having to mash it.
- The second hit can transition into the neutral infinite if the attack button is pressed three times in quick succession, with the third hit now being activated by holding it or pressing it at a slower rate. In Melee, it would only transition into the infinite if the button was pressed more than three times.
- The infinite has gained a shieldstun multiplier of 6×. 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 Young Link more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt has less startup lag (frame 11 → 10).
- It has more vertical range.
- It has higher base knockback (5/2 → 30/25), although with its knockback scaling reduced to compensate (100 → 85). This increases its safety on hit at low percents, while keeping its KO ability at high percents.
- The weaker sourspots have been replaced by sweetspots (12%/11%/10%/10% → 12%/11%/12%), making the move's power more consistent.
- The sweetspot has a higher hitlag multiplier (1.2×).
- Up tilt:
- Up tilt has a shorter duration (frames 9-15 → 9-14) and more ending lag (FAF 30 → 32), hindering its combo potential.
- It has an altered animation, with Young Link slashing in a faster and heavier arc, akin to Link in Brawl and Smash 4.
- Down tilt:
- Down tilt has much faster startup (frame 14 → 8), with its total duration reduced as well (FAF 32 → 26). This makes it safer and more reliable as a combo starter.
- It has considerably reduced knockback scaling (50 → 25), allowing it to combo for longer.
- It has a shorter hitbox duration (frames 14-16 → 8-9), and less vertical range.
- It launches at a consistent angle (280°/70° → 80°). While this slightly improves its combo potential, it most notably removes its ability to meteor smash.
- Dash attack:
- Dash attack has less ending lag (FAF 40 → 35).
- It has significantly higher base knockback (10 → 70), increasing its safety on hit at lower percents.
- It has less sourspots (11%/10%/10%/10% → 11%/10%/11%), making its power more consistent.
- It has more startup lag with a shorter duration (frames 7-12 → 8-10).
- It has lower knockback scaling (100 → 70), reducing its KO ability.
- It launches at higher angles (361° → 45°/50°/55°).
- The sweetspot has a higher hitlag multiplier (1.2×).
- Forward smash:
- The first hit has less ending lag (FAF 50 → 48).
- The second hit's damage output is properly affected by charging.
- Due to the changes to jostle mechanics, the second hit of forward smash no longer misses when Young Link is extremely close to the opponent, improving its reliability.
- Both hits have a shorter duration (frames 15-17 → 15-16 (hit 1), 10-13 → 10-11 (hit 2)).
- The first hit deals less damage (10% → 6%), and no longer has set knockback (40 set/100 scaling → 35/40 base/15 scaling), hindering its reliability at higher percents.
- The second hit has more startup (frame 10 → 11) and ending lag (FAF 40 → 50).
- The second hit launches at a higher angle (361° → 48°) with more base knockback (30 → 43), but less knockback scaling (120 → 115), hindering its KO potential if not used near the edge.
- The first hit has different angles (75° → 65°/50°).
- The second hit has a higher hitlag multiplier (1.5×).
- The second hit's two previous sourspots have been merged into one, with its damage being the average of both (11%/9% → 10%).
- Up smash:
- Up smash's first two hits have lower hitlag (0.6×) and SDI multipliers (0.5×), and use weight-independent knockback, which alongside the changes to DI and SDI allows them to connect much more reliably.
- The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).
- The second hit deals more damage (2% → 3%), which alongside the changes to stale-move negation increases the move's total damage (12.1%/11.19% → 14%/13%).
- The third hit deals much more knockback (70 base/70 scaling → 75/108), allowing it to KO at realistic percents.
- Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.
- The third hit has more startup lag (frame 40 → 41).
- The third hit no longer has a late hit that deals more damage (8%/9% → 7%/8%) and is a semi-spike (30° → 100°), removing its edgeguarding potential.
- Down smash:
- Down smash's sourspots deal more damage (7% → 10% (hit 1), 6% → 9% (hit 2)), and thus have increased knockback.
- The first hit no longer has hitboxes that launch opponents vertically (30°/70°/70°/30° → 30°), improving its consistency in edgeguarding and KOing.
- It has more ending lag (FAF 42 → 50).
- Both hits have a shorter duration (frames 9-12 → 9-10 (hit 1), 21-23 → 21-22 (hit 2)).
- The second hit no longer has a hitbox on Young Link's foot, preventing it from hitting opponents in front of him.
Aerial attacks
- All aerials have significantly less landing lag (15 frames → 6 (neutral, forward, back), 30 → 14 (up), 50 → 17 (down)) having even less than when L-canceled in Melee.
- The decreased shieldstun for aerial attacks makes Young Link's slightly to moderately less safe on shield compared to their L-canceled versions in Melee, despite their reduced landing lag.
- Neutral aerial:
- Neutral aerial deals less damage (12% → 10% (clean), 8% → 5% (late)), with knockback not fully compensated on the clean hit (15 base/100 scaling → 20/108), slightly hindering its KO potential.
- However, this allows the late hit to combo for longer.
- Neutral aerial deals less damage (12% → 10% (clean), 8% → 5% (late)), with knockback not fully compensated on the clean hit (15 base/100 scaling → 20/108), slightly hindering its KO potential.
- Forward aerial:
- Forward aerial is no longer a single degrading hit, and instead hits twice like Link's. It deals more damage if both hits connect (12%/11%/9% (clean), 8%/7%/5% (late) → 6% (hit 1), 8%/7% (hit 2); 14%/13% total), and has increased knockback on the second hit (5 base/100 scaling → 45/125), improving its KO potential.
- It has less ending lag (FAF 47 → 41).
- It always launches opponents in the direction Young Link is facing, even if they are hit from behind, making it more reliable for edgeguarding.
- The first hit can lead into combos if Young Link lands before the second hit comes out, which gives him more options to rack up damage or secure a KO.
- Forward aerial has a much shorter hitbox duration (frames 14-32 → 14-15 (hit 1), 24-25 (hit 2)).
- It launches at a consistent angle (361° (clean), 76° (late) → 48°).
- The second hit has a higher hitlag multiplier (1.2×).
- Back aerial:
- Back aerial's first hit has set knockback (0 base/100 scaling → 50/20 set/100 scaling) and launches at higher angles (361° → 75°/72°/70°), allowing it to connect more reliably into the second hit.
- It always launches opponents opposite the direction Young Link is facing, even if hit from the front, making it more reliable for edgeguarding.
- Both hits have shorter durations (frames 6-9 → 6-8 (hit 1), 18-23 → 18-20 (hit 2)).
- The first hit deals less damage (7% → 5%).
- The second hit deals much more knockback (15 base/100 scaling → 40/102), improving its KO potential, but hindering its combo potential.
- The second hit has a higher hitlag multiplier (1.2×).
- Up aerial:
- Up aerial has lower knockback scaling (85 → 82), slightly hindering its KO potential.
- It has smaller hitboxes (4.8u/2.4u → 3.4u/2.6u). Combined with the changes to jostle mechanics, landing an up aerial on a grounded opponent is much more difficult than before.
- Down aerial:
- Down aerial's early hit deals more damage (14%/16% → 18%).
- It no longer has a flame hitbox near Young Link's head that deals more damage and is a meteor smash, removing its extreme edgeguarding potential against opponents hit from below.
- The late hit deals less damage (17%/21% → 15%).
- The move deals less knockback (40/70 base/100 scaling → 30/83), especially with the late hit due to its decreased damage, significantly hindering its KO potential.
- It has a higher hitlag multiplier (1.2×).
- Grab aerial:
- Grab aerial has less startup with a longer hitbox duration (frames 11-15 → 9-16).
- It has significantly less landing lag (30 frames → 8) and no longer causes helplessness, making it much more useful offensively.
- It launches at a higher angle (361° → 60°) and has gained a hitstun modifier of 4, which alongside its reduced landing lag grants it combo potential even up to high percents.
- It deals less damage (5% → 4%).
- However, it deals additional shield damage to compensate (0 → 1).
- It causes the Hookshot to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
- It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.
- It has a lower hitlag multiplier (0.8×).
- It is now affected by stale-move negation, reducing its damage output with consecutive uses, but allowing it to refresh other moves.
- Due to universal changes, grab aerial functions like a tether recovery rather than a wall grapple.
- This allows it to be shot much faster to ledges if used close enough to them, leaving opponents with a shorter window to edgeguard Young Link.
- However, this removes its ability to grapple to any wall, reducing its versatility.
Throws and other attacks
- Grabs:
- Standing and dash grabs have significantly less ending lag (FAF 85 → 53 (standing), FAF 95 → 61 (dash)), leaving them much less punishable if they miss.
- Both grabs have longer durations (4 frames → 7), and the hitbox on the Hookshot's end now affects aerial opponents.
- Standing grab has one frame more startup lag (frame 11 → 12).
- Pummel:
- Pummel deals more hitlag (4 frames → 13), but has significantly less startup (frame 10 → 1) and ending lag (FAF 26 → 7), shortening its duration.
- It deals much less damage (3% → 1%).
- Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to DI them properly, but increases their ending lag.
- Forward throw:
- Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 48/184), allowing it to KO under 170% at the edge.
- Back throw:
- Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.
- Up throw:
- Up throw releases the opponent slower (frame 27 → 29) with its total duration unchanged, increasing its combo potential at low percents.
- It has more base knockback (18 → 30), but less knockback scaling (230 → 210). This further improves its combo potential at low percents (due to its previously lacking hit advantage), but hinders its KO potential at high percents.
- Young Link jumps a bit higher during up throw.
- Down throw:
- Down throw deals much more knockback (60 base/50 scaling → 70/115), drastically hindering its combo potential beyond mid percents. Most notably, it no longer has a guaranteed KO confirm into an up aerial at high percents.
- Its speed is no longer weight-dependent, further diminishing its combo ability on lightweights, while still being worse on heavyweights due to its increased knockback.
- Its damage values have been redistributed (2% → 3% (hit 1), 4% → 3% (throw)).
- It launches opponents at a slightly more horizontal angle (90° → 86°).
- Floor attacks:
- Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack deals more damage (8% → 9%) and no longer has set knockback (90 set/100 scaling → 90 base/20 scaling).
Special moves
- Due to the changes to Perfect Shielding, Young Link's projectiles can no longer be reflected back at him by any character.
- The decreased shieldstun for projectiles hinders their safety at close distances.
- Fire Arrow:
- Fire Bow has been renamed to Fire Arrow.
- Fire Arrow has one frame less ending lag (FAF 39 → 38).
- It can be B-reversed.
- Arrows fly much further, especially when uncharged. This greatly increases Fire Arrow's zoning and pressing ability, making it a more essential part of Young Link's toolkit.
- Arrows have more knockback scaling (30 → 70), increasing their combo potential despite launching at a slightly lower angle (80° → 78°).
- They stay active for a shorter period of time.
- They deal less damage (8%-15% → 4%-12%), and have received negative shield damage (0 → -2.5).
- The move can no longer be held indefinitely upon reaching full charge, instead firing the arrow automatically if held for more than three seconds.
- Fire Arrows are ablaze when being charged and fired, compared to Melee where the arrow does not light up at all.
- Fire Arrows have been redesigned to more closely resemble the artwork found in the manual for Ocarina of Time.
- Ghost Arrow glitch has been removed.
- Boomerang:
- Boomerang is bigger, and Young Link throws it vertically instead of horizontally, increasing its coverage immensely.
- It can be B-reversed.
- It deals much less damage at point-blank range (16% → 11% (normal), 19% → 13.2% (smash input)), and has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.
- However, its knockback has not been compensated, improving its combo potential.
- Boomerang cannot be angled as sharply as in Melee; however, this makes its more useful angles easier to use.
- Young Link has a new throwing animation for the boomerang.
- The boomerang superjump and chain dance glitches have been removed.
- Spin Attack (grounded):
- Grounded Spin Attack has less ending lag (FAF 80 → 71), while its last hit is slower (frame 44 → 49), allowing it to combo reliably into aerial attacks even up to high percents.
- Its linking hits have set, weight-independent knockback (80/60 base/40 scaling → 55/10 set/100 scaling), and lower hitlag (0.4×) and SDI multipliers (0.5×), which combined with the weakening of SDI allows them to connect much more reliably.
- The last hit has higher base knockback (60 → 71), but lower knockback scaling (100 → 85), and launches at a higher angle (80° → 84°), further improving its combo potential.
- It can be charged to increase its damage and knockback, as with the other incarnations of Link.
- Grounded Spin Attack has one frame more startup (frame 8 → 9), and its linking hits have a slightly longer duration (frames 8-43 → 9-45), but a slower rehit rate (3 → 4). As a result, it deals a total of 11 hits instead of 13, reducing its total damage when uncharged despite the changes to stale-move negation (13.74% → 13%).
- The last hit has a higher hitlag multiplier (1.8×).
- Spin Attack (aerial):
- Aerial Spin Attack has increased vertical distance, preserves much more momentum after being used, and Young Link can drift more in the air during its animation.
- Like most recovery moves from Brawl onward, it sweetspots the edge much earlier, making it safer to recover with.
- The multi-hits have a lower SDI multiplier (0.3×), weight-independent knockback, and use the autolink angle (367°), which alongside the changes to DI and SDI allows them to connect much more reliably.
- It deals more total damage due to the changes to stale-move negation (11.19% → 12%).
- The last hit has a higher hitlag multiplier (2×).
- Bomb:
- Like with Link's Bombs in Smash 4, the explosions from Young Link's bombs do not damage him if they hit an opponent.
- The bombs travel further when thrown.
- Their multi-hits accumulate much faster, making their damage more consistent.
- Similarly to Link in Smash 4, Young Link can "soft-toss" his Bombs, which lets him lay them on the floor with a throw without having them explode. This allows Young Link to set traps on the floor to hinder his opponent, and also allows for mindgame potential. Additionally, Young Link can Z-drop Bombs without them exploding much easier than in Melee.
- Bomb's damage output is lower, even with all hits connecting (13% → 8%).
- The bomb dash glitch has been removed.
- Young Link now has a Final Smash, that being Triforce Slash. Visually, it resembles Link's version from Smash 4, but it has completely unique animations for attacks, including a shield bash, kicks, and a different finisher in an outward slash.
|Ganondorf====Aesthetics===
- Ganondorf's design has been reverted back to his appearance in The Legend of Zelda: Ocarina of Time, which was the basis of his appearance in Melee. His model features a more vibrant color scheme due to the aesthetic used in Ultimate, and his clothing and hair now feature simple detailing.
- His sword has also been reverted back to the sword seen in the SpaceWorld 2000 GameCube Tech Demo.
- Palutena's Guidance conversation for Ganondorf has been changed to accommodate for his Ocarina of Time costume.
- Ganondorf's model has been updated from Melee. His crown, earrings; boots, gauntlets, and epaulettes have been slightly redesigned, making them closer to his appearance in Ocarina of Time. His cape is now red instead of brown, having been redesigned with intricate gold lines as well as golden tassels at the bottom. His muscles are more pronounced, and his skin tone is more green. These changes make Ganondorf appear significantly more in line with his appearance in Ocarina of Time, specifically after obtaining the Triforce of Power.
- Ganondorf's alternate costumes are more vibrant like in Melee, with his red costume being updated with elements from his purple costume in SSB4. Additionally, Ganondorf has received two new alternate costumes based on his appearance in The Legend of Zelda: The Wind Waker and The Legend of Zelda: Twilight Princess respectively; the latter replaces his yellow costume in SSB4, which was based on his Ocarina of Time appearance, effectively swapping its place with his default costume.
- Ganondorf's cape has better physics and rigging, allowing for more fluid animations.
- Initial dash, walking, running, spot dodge, roll, air dodge, hitstun, jump, and backwards jump animations have changed.
- Like many other characters, Ganondorf is more expressive. The corners of his mouth once again open, allowing for his facial expressions to be more natural and dynamic.
- Ganondorf's new blast KO voice clips no longer appears to play past the duration of the KO animation.
- Ganondorf vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud. He shares this addition with Link, Young Link, and Zelda.
- Ganondorf has new victory poses, which appear to be updated versions of his previous ones:
- His left-inputted victory pose now has him flip his cape and turning to face the screen before pumping his fist, showing the back of it. Ganondorf also no longer kneels when pumping his fist.
- His up-inputted victory pose now has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen rather than pumping his fist.
- His right-inputted victory pose now has him flip his cape before crossing his arms and laughing wickedly, then looking at the screen with a sinister smile.
Attributes
- Like all characters, Ganondorf's jumpsquat animation takes 3 frames to complete (down from 7).
- The inability to move past opponents on the ground prevents dash attack, Flame Choke, and Wizard's Foot from whiffing up close.
- Ganondorf dashes slightly faster (1.218 → 1.34), being nearly as fast as he was in Melee.
- Ganondorf's initial dash animation is both faster (1.3 → 1.87) and moves him farther, resulting in his foxtrot outpacing his dash.
- Ganondorf walks slightly faster (0.73 → 0.767), being slightly faster than he was in Melee.
- Ganondorf's traction is higher (0.068 → 0.125).
- Ganondorf's air speed is slightly higher (0.79 → 0.83), being nearly as fast as he was in Brawl.
- Ganondorf's gravity is slightly higher (0.107835 → 0.108).
- Ganondorf is considerably heavier (113 → 118), weighing more than Charizard. This improves his already excellent endurance.
- Forward roll has less ending lag (FAF 34 → 33).
- Forward roll grants less intangibility (frame 4-19 → 4-16).
- Back roll has more startup with less intangibility (frame 4-19 → 5-17), and more ending lag (FAF 34 → 38).
- Spot dodge has faster startup (frame 4 → 3).
- However, its total duration remains the same, giving it one frame more ending lag.
- Air dodge grants more intangibility (frame 4-29 → 4-32).
- Air dodge has drastically more ending lag (FAF 35 → 47).
Ground attacks
- Neutral attack:
- Neutral attack deals more damage and no longer has sourspots (8%/10%/6% → 11%).
- It has slightly less ending lag (FAF 29 → 27).
- The move's knockback values are consistent across its hitboxes (38/30/40 base/ 90/90/105 scaling → 41/74). It deals more knockback than its previous two sourspots, but less than its previous sweetspot.
- Forward tilt:
- Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).
- It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).
- The sourspot takes priority over the sweetspot.
- Up tilt:
- Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).
- Its windboxes have higher set knockback (1 → 22/22/10/10), allowing them to pull opponents in more effectively.
- The explosion has more vertical reach.
- Its sweetspot has decreased knockback scaling (80 → 68), no longer KOing opponents under 50% from the center of the stage.
- The explosion has much less horizontal reach.
- On frames 62-63, the move has a new sourspot at the height of the explosion. It launches opponents at a semi-spike angle (80° → 0°) but with much less damage (18% → 13%) and has decreased base knockback (60 → 0), being unable to KO even at realistic percentages.
- The move deals consistent damage (28%/20%/18% → 24%), dealing more than the original sourspot, but less than the original sweetspot.
- The sourspots increased damage allows it to shatter full shields like the sweetspot, and boosts its KO potential despite its lower angle (80° → 70°).
- Its sweetspot triggers Special Zoom.
- The windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.
- The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand.
- Ganondorf now vocalizes during the move's startup.
- Down tilt:
- Down tilt deals more damage (13% → 14%), with its knockback scaling compensated (100 → 94).
- The priority on its angles has been swapped (80°/70°/60° → 60°/70°/80°). This weakens its KO ability especially out of Flame Choke.
- Dash attack:
- Dash attack deals more damage (14% → 15% (clean), 10% → 11% (late)).
- Its clean hit has higher knockback scaling (80 → 85). Combined with its higher damage, it now KOs around 120%, making it the second strongest dash attack in the game.
- The late hit has improved combo potential due to Ganondorf's faster jumpsquat.
- The late hit deals more shieldstun (1x → 1.3x), improving its safety on shield.
- Ganondorf has new smash attacks: they utilize his sword from the Space World 2000 tech demo. They also all have the slash effect, with forward smash losing the darkness effect, and up and down smash losing their normal effect.
- Forward smash:
- Forward smash is now a downward sword slash in front of Ganondorf, similar to Ike's.
- This new forward smash has disjointed hitboxes and significantly more range, allowing it to hit opponents above Ganondorf, further in front of him, and slightly below the edge of the stage. This gives the move more coverage and allows it to be used for onstage edgeguarding.
- It now deals consistent and more knockback (35/30 base / 83/75 scaling → 61/75), KOing around 65% from the center of the stage.
- It has noticeably more startup lag with a shorter duration (frames 21-26 → 29-31) and more ending lag (FAF 60 → 70).
- Ganondorf does not lean back during his new forward smash, making it less safe than his previous forward smash.
- Forward smash is now a downward sword slash in front of Ganondorf, similar to Ike's.
- Up smash:
- Up smash is now an overhead sword swing from front to back, appearing visually similar to Link's previous up tilt from Smash 4.
- This new up smash has disjointed hitboxes and significantly more range that hits all around Ganondorf, making it more effective as an anti-air, at covering platforms and catching rolls. It also hits slightly below the edge of the stage, allowing it to be used for onstage edgeguarding.
- It has less startup lag with a longer duration (frames 21-23 → 20-25).
- It has significantly more ending lag (FAF 42 → 62), going from one of the fastest smash attacks interruptibility-wise to one of the slowest. This removes its ability to bait opponents into approaching.
- It has a blind spot directly in front of Ganondorf. This can cause it to miss on certain situations.
- Up smash is now an overhead sword swing from front to back, appearing visually similar to Link's previous up tilt from Smash 4.
- Down smash:
- Down smash is a forward hilt thrust that leads into a backwards stab, similar to Cloud's.
- Its hitboxes are disjointed and placed lower, reliably hitting crouching opponents.
- Ganondorf ducks while performing it, lowering his hurtbox.
- It has less ending lag (FAF 64 → 60).
- The hitbox on the first hit that previously sent opponents away from Ganondorf has been removed. In addition, its first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased base knockback (90/110/90/110 → 90/95/90/95). This allows it to connect into the second hit more reliably.
- The second hit deals consistent damage (15%/13% → 15%) and sends opponents at a semi-spike angle (130° → 35°), improving its KO potential, especially near edges, despite its lower knockback (60 base/94 scaling → 61/81).
- The first hit deals less damage (6% → 5%).
- Both hits have slightly less horizontal range.
- Down smash is a forward hilt thrust that leads into a backwards stab, similar to Cloud's.
Aerial attacks
- All aerials have less landing lag (17 frames → 10 (neutral), 22 → 13 (forward), 19 → 11 (back, up), 26 → 16 (down)).
- The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.
- Neutral aerial:
- Neutral aerial has slightly less ending lag (FAF 42 → 41), and auto-cancels slightly earlier (frame 38 → 37).
- Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).
- Forward aerial:
- Forward aerial has an altered animation: Ganondorf leans farther forward as he punches, similar to its animation in Melee. This increases its range.
- The move auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.
- Back aerial:
- Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.
- The hitboxes are significantly smaller (5.5u/6.3u/4.8u → 4u/4.5u/3u), greatly reducing its vertical range.
- It has a slightly altered animation: Ganondorf no longer crosses his legs during it.
- Up aerial:
- Up aerial's hitbox is marginally larger (5.76u → 5.8u).
- It has more startup lag and a shorter duration (frames 6-16 → 8-16). Not only is the move no longer Ganondorf's fastest attack, this causes the late hit to no longer hit below Ganondorf, significantly weakening its gimping potential and lock combos.
- It has a slightly altered animation: Ganondorf brings his kicking leg forward midway through the spin.
- Down aerial:
- Down aerial has less ending lag (FAF 47 → 45).
- It no longer has transcendent priority, allowing it to cancel out projectiles.
- It has a slightly altered animation: Ganondorf leans back slightly as he stomps, similar to its animation in Melee.
Throws and other attacks
- Grabs:
- All grabs have a longer duration (2 frames → 3).
- All grabs have more range (Z2 offset: 9.0u → 10.0u (standing), 10.8u → 11.8u (dash), -15.1u → -15.6u (pivot)).
- Standing and pivot grab have slightly more startup lag (frame 7 → 8 (standing), 10 → 12 (pivot)).
- Standing and dash grab have more ending lag (FAF 36 → 39 (standing), 45 → 47 (dash)).
- Ganondorf now grabs with his left hand.
- Ganondorf has a different pose while holding the enemy.
- Pummel:
- Pummel deals much less damage (3% → 1.6%).
- It deals more hitlag (5 frames → 15), but has less startup (frame 4 → 2) and significantly less ending lag (FAF 24 → 8), shortening its duration. This makes it faster and more reliable for racking up damage.
- Pummel has a different animation, with Ganondorf arching forward as he delivers his knee strikes.
- Forward throw:
- Forward throw deals more knockback (60 base/65 scaling → 68/70), KOing around 150% near the edge.
- It has an altered animation: it is now an uppercut with his right hand instead of a gut punch with his left hand.
- Back throw:
- Back throw has a slightly altered animation: his upper body is near parallel with the ground during the kicking portion.
- Up throw:
- Up throw's first hit deals more damage (7% → 10%, total: 10% → 13%).
- It has an altered animation: Ganondorf punches with his right hand. The animation itself also has more weight to it.
- Down throw:
- Down throw has improved combo potential due to Ganondorf's faster jumpsquat.
- It is no longer weight-dependent, improving its combo potential on heavyweights, while leaving it generally unchanged against lightweights due to Ganondorf's faster jumpsquat.
- It has a slightly altered animation: Ganondorf slams the enemy onto the ground more forcefully.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Warlock Punch:
- Non-reversed Warlock Punch has more knockback scaling (42 → 46).
- All of its variants have a longer duration (frames 70-71 → 70-73 (normal), 80-81 → 80-83 (reversed)).
- It has more super armor (frames 11-65 → 11-68 (normal), 21-67 → 21-75 (reversed)).
- The outermost hitbox is slightly larger (4.3u → 4.8u).
- It triggers Special Zoom upon hitting the opponent.
- It has slightly altered animation, with his other hand being closer to his body.
- Ganondorf's voice clip now echoes during the move, similar to that of a Final Smash.
- Ganondorf no longer slides forwards as the hitbox is coming out, instead simply leaning forwards, reducing the move's range slightly.
- Flame Choke:
- Both versions of Flame Choke have less ending lag upon grabbing an opponent (grounded: FAF 62 → 58, aerial: FAF 41 → 38), significantly improving its combo potential, with the grounded version allowing for more possible follow-ups on missed techs; in particular, a combo into down tilt or dash attack is guaranteed against all characters.
- The grounded version's super armor upon grabbing an opponent lasts slightly longer (frames 17-40 → 17-41).
- The grounded version no longer dashes over an edge, and ends earlier if used toward an edge, making it safer to use.
- The aerial version has less startup lag (frame 19 → 16), no longer whiffing up close.
- The aerial version can be escaped by button mashing, which scales with the opponent's damage percentage, significantly hindering Ganoncide's utility at low percentages.
- Additionally, the opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock and its ability to deter edgeguards.
- Dark Dive:
- The disjointed grabbox on frame 14 can now grab aerial opponents, giving the move more range against them.
- Dark Dive's looping hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).
- The throw deals drastically more knockback (40 base/90 scaling → 50/108), restoring most of its lost KO power from Melee, now KOing around 89% near the edge.
- The throw has less ending lag (FAF 60 → 50).
- Ganondorf leaps back much farther out of a throw. While this makes it very slightly harder to punish out of a stage tech, it significantly hinders Ganondorf's already poor recovery.
- The grounded version's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.
- The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.
- The uppercut at the end of the move now uses the kick SFX instead of the burn SFX.
- Flame Choke and Dark Dive no longer experience RCO lag.
- Wizard's Foot:
- The grounded version's foot hitbox deals more damage (12% → 16%), now being the move's sweetspot. The move also has altered knockback (60 base/70 scaling → 65/65), restoring most of its lost KO power from Melee, now KOing around 93% near the edge.
- The grounded version travels faster and has significantly less ending lag (FAF 77 → 61).
- The aerial version's meteor smash can no longer be teched by grounded opponents.
- Both versions have smaller hitboxes, and a hitbox on the thigh was removed.
- The aerial version's late hit has a shorter duration (frames 19-38 → 19-29), however this change is negligible as the attack animation does not exceed 30 frames.
- The move's animation is closer to its appearance in Melee.
- The grounded version has a slightly different animation at the startup, with Ganondorf bending his knee forward before kicking.
- The aerial version has a slightly different animation and pose upon landing, where Ganondorf's landing arm is more centered to his body and he no longer brings his free arm down.
- Final Smash:
- Ganondorf's Final Smash is called Ganon, The Demon King, and is based on his bipedal form from Ocarina of Time. It is functionally identical to Beast Ganon; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.
- The charge deals more damage (40% (sweetspot) / 30% (sourspot) → 45%/35%).
- The charge has altered knockback (20 base/70 scaling → 122/25), being stronger on very small stages at the ledge and weaker in all other circumstances.
- The charge launches at a worse angle for KOing (30 → 42).
- The sourspot is more likely to connect due to the hitboxes being rearranged.
- Opponents are meteor smashed sooner upon being hit by the twin greatswords. This can cause the dash to miss, but against offstage opponents it allows for gimps due to the high set knockback.
- The burying hitbox that occurred when transforming was removed.
- The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.
|Mewtwo====Aesthetics===
- As with other previous downloadable fighters in SSB4, Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.
- Mewtwo's idle pose has been altered; it now keeps one of its arms lifted. However, it will revert to his idle animation from SSB4 while holding a small item.
- Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backwards.
- Side taunt now has it slightly levitate over the ground.
- Mewtwo's victory poses have been slightly altered:
- The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
- The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
- The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer.
- As with all previous downloadable fighters in SSB4, Mewtwo now has a unique Palutena's Guidance conversation.
Attributes
- Like all characters, Mewtwo's jumpsquat takes 3 frames to complete (down from 5).
- Mewtwo is heavier (74 → 79), weighing as much as Kirby. This improves its survivability.
- Mewtwo runs faster (2.05 → 2.255).
- Mewtwo's initial dash is significantly faster (1.4 → 2.255).
- Mewtwo walks slightly faster (1.2 → 1.26).
- Mewtwo's traction is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish out of shield.
- Mewtwo's air speed is higher (1.25 → 1.313).
- Mewtwo performs its double jump more quickly, improving its recovery and combo game.
- Mewtwo's falling speed is faster (1.5 → 1.55). This improves its vertical survivability, but makes it more susceptible to combos.
- Mewtwo's fast falling speed is faster (2.4 → 2.48).
- Both rolls grant more intangibility (frames 4-13 → 4-15 (forward), 5-16 (back)).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 30 → 35).
- Spot dodge grants more intangibility (frames 2-14 → 3-17).
- Spot dodge has more startup (frame 2 → 3), with its total duration increased as well (FAF 25 → 26).
- Air dodge grants more intangibility (frames 2-24 → 3-26).
- Air dodge has more startup (frame 2 → 3) and significantly increased ending lag (FAF 29 → 52), no longer being the fastest in the game. In combination with the removal of unlimited air dodging, this greatly hinders Mewtwo's approach and defensive options.
- Mewtwo has an additional hurtbox in its tail that extends to near the tip. This reduces the disjoints of Mewtwo's attacks involving its tail, and gives it a bigger hurtbox overall.
Ground attacks
- Neutral attack:
- The first hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 25 → 22).
- The first hit transitions into the infinite faster (frame 10 → 7).
- The first hit has altered angles to keep opponents closer to Mewtwo (76°/70° → 361°/180°), and a hitstun modifier of 6, allowing it to lock opponents and connect better into the infinite.
- The infinite has received several changes to allow it to connect much more effectively and rack up more damage overall, despite dealing slightly less damage per hit (1% → 0.8%):
- It has less startup (frame 8 → 5), a shorter gap between hits (6 frames → 3), and a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), making it harder to escape.
- It has a different launch angle to keep grounded opponents closer to Mewtwo (70°/89° → 361°).
- It deals less knockback (14 base/30 scaling → 8/10) and each hit has a hitstun modifier of 3.
- It has a larger hitbox (5.2u → 5.6u).
- The infinite's finisher has a longer hitbox duration (frame 6 → frames 6-7).
- The finisher deals slightly more damage (2% → 2.5%) with no compensation on knockback, allowing it to KO under 200% near the edge.
- The first hit deals less damage (4% → 3%) and knockback (50/20 base/20/60 scaling → 25/20 base/15 scaling), removing its guaranteed jab cancel setups from Smash 4, despite its lower ending lag and hitstun modifier.
- Like other neutral attacks, the first hit can transition into the infinite by simply holding the attack button or pressing it once more if it hits an opponent, rather than only by pressing it multiple times. This makes it harder to jab cancel, as the window to input other attacks instead of triggering the infinite is effectively shortened.
- The finisher has more ending lag (FAF 36 → 41).
- The first hit and the finisher have higher hitlag multipliers (1× → 1.8× (hit 1), 2× (finisher)).
- The infinite has gained a shieldstun multiplier of 4×. 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 Mewtwo more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), increasing its safety on hit at low percents and greatly improving its KO potential.
- However, this removes its ability to lock opponents at low percents.
- It has larger hitboxes (4.3u/3.7u/2.9u → 5u/4.6u/4.2u) with altered placements (X offset: 0u/1.8u/0u → 1.5u/2.5u/2u, Z offset: 0u/-2u/0u → 0u/0u/0u (Z-offset)), improving its range.
- It has an altered animation: Mewtwo spins its full body around before swinging its tail.
- Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), increasing its safety on hit at low percents and greatly improving its KO potential.
- Up tilt:
- Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on all but the clean fourth hitbox (114/80/55 → 105/71). This slightly improves the move's KO potential, without worsening its combo ability due to Mewtwo's faster jumpsquat.
- The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.
- The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.
- The move has a slightly altered animation, having Mewtwo land on its feet immediately after the flip.
- Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on all but the clean fourth hitbox (114/80/55 → 105/71). This slightly improves the move's KO potential, without worsening its combo ability due to Mewtwo's faster jumpsquat.
- Down tilt:
- Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.
- It has an altered animation: Mewtwo sweeps its tail inward instead of outward.
- Dash attack:
- Dash attack's clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.
- It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.
- Due to the changes to jostle mechanics, it can no longer cross-up shields, allowing it to be punished more easily despite its increased shieldstun.
- It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.
- It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.
- Forward smash:
- Forward smash can be angled.
- It has a longer hitbox duration (frames 19-21 → 19-22).
- The sweetspot deals more damage (19% → 20%) and knockback (21 base/85 scaling → 30/90), significantly improving its KO potential (allowing it to KO under 90% from the center of Final Destination, compared to previously not KOing until around 110% under the same circumstances).
- The sweetspot is larger (5.6u → 6.3u), improving its range.
- Up smash:
- Up smash's first hit sends at an autolink angle (100° → 368°), allowing it to connect better into the subsequent hits.
- The last hit has a longer duration (frames 34-35 → 22-25).
- The last hit has more knockback scaling (107 → 111), improving its KO potential.
- The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.
- The last hit has less startup to accomodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.
- The energy swirl is opaque and stylized, instead of a translucent whirl of particles.
- Down smash:
- Down smash has less ending lag (FAF 44 → 41).
- It deals more damage (15% → 16%) with no knockback compensation, improving its KO potential. Alongside its reduced ending lag, this also makes it safer on shield.
- It deals additional shield damage (0 → 8 (close)/4 (far)), allowing it to better wear down shields, even with the potential of breaking them depending on charge.
- It has a longer hitbox duration (frames 21-22 → 21-23).
- It has much larger hitboxes (4u/8.7u → 7.5u/11u) that are placed higher (Y offset: 3.5u/3.5u → 4u/4u), improving its range. In combination with its longer hitbox duration, this makes it more effective for 2 frame punishes.
- It has a higher hitlag multiplier (1× → 1.3×), making it easier to DI.
Aerial attacks
- All aerials have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 17 → 10 (back), 13 → 8 (up), 18 → 11 (down)).
- Neutral aerial:
- The looping hits' deal more set knockback (22/46 → 30/60), and their feet hitboxes send at an autolink angle (110° → 367°), allowing them to connect more reliably.
- The move takes longer to interrupt (FAF 46 → 50).
- The looping hits have smaller hitboxes (3u → 2.5u), reducing the move's range for most of its duration.
- However, the last hit has a larger hitbox (10.9u → 13.5u).
- The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.
- The last hit has less startup to accomodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.
- Due to the change to the Sakurai angle against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.
- The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.
- The move has altered visuals: rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
- Forward aerial:
- Forward aerial's arm hitbox is larger (3.9u → 4.5u).
- It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.
- It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.
- It auto-cancels later (frame 36 → 37).
- Back aerial:
- Back aerial's sweetspot has increased knockback scaling (90 → 97), improving its KO potential.
- Up aerial:
- Up aerial deals more damage (11%/10%/9% → 12%/11%/10%).
- It has less knockback scaling (97 → 86), hindering its KO potential despite its increased damage output.
- It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.
- Down aerial:
- Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.
- The move has more ending lag (FAF 46 → 48).
- The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 36 → 40 (standing), 43 → 48 (dash), 41 → 43 (pivot)).
- Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
- Dash grab has less range (Z2 offset: 12.7u → 12u).
- Pivot grab has more range (Z2 offset: -15.2u → -17.3u).
- Pummel:
- Forward throw:
- Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.
- The Shadow Balls have a lower SDI multiplier (1× → 0.8×), making them harder to escape.
- The speed of the throw is no longer weight dependent, causing the shots to connect less reliably against lightweights, but more reliably against heavyweights.
- The universally increased hitlag causes the shots to connect more reliably at lower percents, while the knockback speed-up effect causes them to connect less reliably at higher percents.
- However, the new mechanic of hitlag being reduced as the number of players in a match increases worsens the shots' ability to connect in battles with more than two players.
- The throw has more set knockback (30 → 35).
- Back throw:
- Back throw deals more damage (10% → 11%) with no compensation on knockback, improving its KO potential.
- It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Shadow Ball:
- Like other charge-cancelable moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.
- It has less startup (frame 23 → 18), with its total duration reduced as well (FAF 49 → 44).
- It reaches its full charge more quickly (138 → 123 frames).
- The universally increased hitlag in combination with Mewtwo's faster mobility allow Shadow Balls to combo into other attacks depending on charge and positioning, mainly dash attack and forward aerial.
- Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.
- The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.
- Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.
- Confusion:
- Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).
- It has larger hitboxes (6.4u/9.2u → 7.4u/10.2u), improving its range.
- It incapacitates opponents for a certain amount of time after they are swirled around, which increases alongside their percent. Mewtwo has an advantage of one frame over the opponent starting at 15%, which increases by one frame for each additional 25%, until capping at six frames with a percentage of 140%. This grants the move followup potential, notably enabling a near-inescapable KO setup into forward aerial when performed in the air with the opponent at 140% or higher.
- It halts Mewtwo's horizontal momentum in the air, hindering its utility as a recovery move and landing mixup.
- It no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack, but far enough to be unable to punish Mewtwo with an aerial attack after using the move.
- Teleport:
- Teleport has less ending lag on the ground (FAF 53 → 45).
- It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.
- It grants slightly more intangibility frames (frames 9-17 → 9-19).
- It retains less horizontal momentum on the ground due to Mewtwo's increased traction, making ledge-canceling notably harder to perform.
- It has a darker, more distinct visual effect when Mewtwo disappears and reappears.
- Disable:
- Disable grants full intangibility during frames 10-16.
- The projectile has a longer duration (frames 16-22 → 16-23), also traveling farther as a result.
- The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.
- The move has more ending lag (FAF 48 → 53).
- The ground-only hitbox is slightly smaller (2.34u → 2.3u).
- It has an altered animation: Mewtwo spreads its arms out without leaning forwards. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
- Psystrike:
- Psystrike deals more damage (30% → 40%).
- It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.
- It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.
|Roy====Aesthetics===
- As with other previous downloadable fighters in SSB4, Roy's appearance is largely unchanged. Like Marth, his design has the various shades of red on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a notably brighter hue of purple for his cape especially. His armor, belt, gloves, and boots have been given subtle detailing. His eyes are sharper, and his skin tone is slightly tanned.
- Roy's sword was previously called the "Sword of Seals", a direct translation from its Japanese name, in the trophy descriptions of Melee and Smash 4, but Palutena's Guidance now refers to the weapon as the Binding Blade, matching the English localization as of Fire Emblem Heroes.
- Roy has a new crouching animation, although he shifts to the previous animation when holding a small item, like in SSB4.
- Roy's sweetspotted moves now use a unique heavy sword SFX, similar to Ike's sword. He shares this distinction with Marth.
- Roy's cape has better physics and rigging, allowing for more fluid animations. Additionally, the logo on Roy's cape is now part of his model, rather than being a flat texture.
- Roy's side taunt has been dubbed in English and now has him saying "I won't lose!"
- All of Roy's victory animations have been slightly altered with new camera angles. In addition, all of his victory lines have been dubbed in English, "That was a fierce battle!", "Failure is not an option!", and "Now the true battle begins!" respectively.
- The Binding Blade and its sheath are no longer present in Roy's Defeated/No Contest animations.
- As with all previous downloadable fighters in SSB4, Roy now has a unique Palutena's Guidance conversation.
- In the Japanese language, Roy's jumping voice clip has been sped up.
- Aside from when his shield breaks, Roy only vocalizes once when stunned, much like the rest of the cast.
Attributes
- Like all characters, Roy's jumpsquat takes 3 frames to complete (down from 5).
- Roy walks faster (1.15 → 1.208), slightly surpassing his Melee walking speed.
- Roy runs faster (1.95 → 2.145).
- His initial dash is significantly faster (1.4 → 2.2).
- Roy's air speed is faster (1.24 → 1.302).
Ground attacks
- Neutral attack:
- The sweetspot launches at a higher angle (62° → 69°), and has more base knockback (40 → 55), but less knockback scaling (60 → 40). In combination with Roy's faster jumpsquat, this greatly improves its combo potential, even giving it a KO setup into back aerial at high percents.
- Forward tilt:
- The sweetspot has more knockback scaling (100 → 105), improving its already outstanding KO potential.
- The move has more ending lag (FAF 32 → 34).
- Dash attack:
- Dash attack has less ending lag (FAF 50 → 46).
- It has gained a shieldstun multiplier of 1.25×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- The sweetspot has more knockback scaling (82 → 85).
- Forward smash:
- The move has one frame less startup (frame 14 → 13), with its total duration reduced as well (FAF 55 → 54).
- The move's hitboxes have been entirely reworked: the sweetspot is smaller (4.2u → 3.3u) and less extended horizontally (Z offset: 8.4u-5.1u → 9.1u-7.7u), the middlespot is larger (3.7u → 4.0u), and both the sourspot and middlespot have horizontally extended hitboxes with slightly altered placements, which fully cover the Binding Blade's trail (middlespot X/Y/Z offset: 0u/0u/1.5u → 2u-14u/1u/1.5u, sourspot X/Y/Z offset: 0u/0u/7.2u → 2u-9.5u/1u/7.5u).
- These changes significantly increase the move's vertical coverage, allowing it to hit opponents on low platforms above Roy, such as the ones in Battlefield.
- However, these changes also make the sweetspot harder to land due to its reduced size and less favorable offset, with the middlespot being easier to land due to having the largest hitbox. The sourspot's higher offset also means it no longer matches the Binding Blade's entire length.
- Both the sweetspot and middlespot have different knockback values (70 base/70 scaling → 60/75). This worsens their KO power at the edge, especially with rage, but improves it anywhere else without the need for rage.
- Up smash:
- The clean first hit launches opponents more towards Roy (101°/116° → 118°/127°), whereas the late first hit and second to four hits have lower set knockback (95/60 → 85/55), allowing them to connect more reliably.
- The late first hit and second to fourth hits have received a -100% trip chance, preventing the move from tripping opponents on platforms and missing its last hit due to the trip's intangibility.
- The clean first hit has lower SDI multipliers (1× → 0×/0.5×), but the late first hit and second to fourth hits have become vulnerable to SDI (0× → 0.3×).
- Down smash:
- The back hit's sourspot is placed farther horizontally (X offset: 0u → -1.6u) and closer to the Binding Blade's tip, increasing its range.
- The back hit's sweetspot stretches a shorter distance vertically and horizontally (Y/Z offset: 4.1u-5.5u/-13u - -7.5u → 4.1u-4.5u/-11u - -8u). This moves the sweetspot farther from the Binding Blade's hilt and closer to Roy's arm, making it harder to land.
Aerial attacks
- All aerials have less landing lag (11 frames → 9 (neutral), 13 → 8 (forward), 16 → 10 (back), 14 → 8 (up), 23 → 14 (down)).
- Neutral aerial:
- The first hit has more base knockback (30 → 32), while the second hit's sweetspot has more knockback scaling (100 → 105). This improves the move's KO potential, without worsening its combo potential due to its lower landing lag.
- The second hit uses weight-independent knockback, causing it to deal less knockback to lighter targets and more knockback to heavier ones. This worsens the move's KO potential but allows it to combo for longer in the former case, and vice versa in the latter case.
- Forward aerial:
- Forward aerial auto-cancels earlier (frame 33 → 31), allowing it to auto-cancel if performed at the start of a short hop.
- It launches at a slightly higher angle (361° → 42°), and its sweetspot has more knockback scaling (80 → 83), improving its ability to start combos at low percents and KO at high percents.
- Back aerial:
- The sweetspot deals more knockback (30 base/100 scaling → 35/107), allowing it to KO at around 125% from the center of Final Destination.
- Up aerial:
- The sweetspot has much more knockback scaling (80 → 105), making the move more potent for juggling and granting it KO potential at realistic percents, starting at around 160% from ground level (compared to previously being unable to KO until around 220%).
- Down aerial:
- Down aerial auto-cancels earlier (frame 55 → 52), matching its interruptibility.
- The sweetspot has larger hitboxes (3.6u/3.6u → 4.4u/4.4u).
- It has a slightly altered animation, setting the Binding Blade ablaze. In accordance to this, it uses a flame effect and SFX rather than slash ones.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 30 → 37 (standing), 37 → 45 (dash), 35 → 40 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
- Pivot grab has less horizontal range (Z2 offset: -13.4u → -12.8u).
- Dash grab has a larger hitbox against grounded opponents (2.6u → 3u) and is placed slightly higher (Y offset: 7u → 7.25u), but doesn't reach as far horizontally (Z2 offset: 9.3u → 9.1u).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
- Forward throw:
- Roy has a new forward throw: an elbow strike to the opponent's chest.
- Due to the new knockback speed up effect and Double-Edge Dance's slower startup, it has lost its combo potential.
- Down throw:
- Down throw has one frame less ending lag (FAF 43 → 42), improving its combo potential at low percents in combination with Roy's faster jumpsquat.
- It has much more knockback scaling (60 → 90), worsening its combo potential at mid to high percents.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Flare Blade:
- Flare Blade has less startup (frame 23 → 21).
- However, its total duration remains unchanged, increasing its ending lag.
- It can be reversed during the charge, allowing Roy to catch opponents behind him.
- The charging sound no longer changes in pitch if Roy is giant or tiny.
- A fully charged Flare Blade triggers a Special Zoom on hit.
- Flare Blade has less startup (frame 23 → 21).
- Double-Edge Dance:
- As with Dancing Blade, Double-Edge Dance transitions significantly faster into each hit. It can also now be buffered and is much harder to escape from.
- Double-Edge Dance's last forward hit has significantly larger hitboxes (5.175u/4.6u/4.025u → 7.0u/8.0u/7.0u).
- Double-Edge Dance's last forward hit has significantly increased knockback (60 base/130 scaling → 80/123), which when combined with the move's other changes, now make it a viable KO option.
- Double-Edge Dance's first hit has increased startup (frame 6 → 9).
- Double-Edge Dance's last forward hit has increased ending lag (FAF 56 → 59).
- Roy uses a single voice clip when performing down-inputted fourth swing rather than three. The voice clip itself is the same one used whenever he performs his down aerial.
- Blazer:
- Blazer sweetspots edges later (frame 15 → 24), no longer doing so before the last hit comes out.
- The last hit has more base knockback (40 → 75), but less knockback scaling (130 → 93). This increases its safety on hit at low percents, but most importantly weakens its KO potential, especially at farther distances from the top blast line.
- Counter:
- Counter has a longer counter window (frames 8-27 → 8-29).
- The counter grants intangibility earlier (frame 8 → 7).
- It deals more knockback, with the sourspot incurring a less significant knockback loss over the sweetspot (35 base/100/70 scaling → 60/50 base/90/80 scaling).
- It has more ending lag on both the counter (FAF 60 → 68) and the attack (FAF 37 → 41).
- Its base damage is lower (9% → 8%).
- It has higher hitlag multipliers (1.7×/1× → 1.9×/1.2×), making it easier to DI.
- Along with an attack grunt, two of Roy's lines during a successful counterattack are dubbed, with him saying either "Now!" or "Gotcha!".
- If a powerful enough attack is countered, the noise from Critical Hit will play if the counterattack successfully lands.
- Critical Hit:
- Critical Hit's finishing hit has less knockback scaling (55 → 47), worsening its already below average power.
- It causes a flaming background to appear once the main hit is unleashed.
- Roy removes the Binding Blade from its sheath once he has finished sheathing it.
|Mr. Game & Watch====Aesthetics===
- Mr. Game & Watch's base model is unaltered from the previous installment; however, the following moves temporarily alter his appearance to resemble the characters from the Game & Watch games they are based on:
- Mr. Game & Watch's walking animation has been changed; now looking less flippant.
- Like in Melee, Mr. Game & Watch now makes a noise when getting KOed, and he also has a new sound for getting Star KOed. Both use the sound of his up and side taunts.
- Mr. Game & Watch has a new victory animation where he juggles balls using his appearance from Ball. This replaces the victory pose where he jumps up and down.
- Mr. Game & Watch's mouth is open during his clapping animation, similar to his Melee appearance.
Attributes
- Like all characters, Mr. Game & Watch's jumpsquat takes 3 frames to complete (down from 5).
- Mr. Game & Watch runs faster (1.5264 → 1.679).
- His initial dash is significantly faster (1.5 → 1.98).
- Mr. Game & Watch walks slightly faster (1.1242 → 1.18).
- Mr. Game and Watch's traction has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.
- Mr. Game & Watch's air speed is slightly higher (1.12 → 1.176).
- Forward roll has more ending lag (FAF 30 → 31) and grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 60).
- Air dodge grants more intangibility (frames 2-26 → 3-28).
- The reintroduction of directional air dodges improves Mr. Game & Watch's recovery more than other characters', as due to Fire not causing helplessness, he can get additional distance with a directional air dodge after using it.
- Mr. Game and Watch has his hurtboxes modeled to match the new animation changes made to his attacks. This increases his hurtbox size for some of his attacks (notably Chef and up tilt), but reduces it for others (notably down tilt and neutral attack).
Ground attacks
- Neutral attack:
- The first hit transitions into the neutral infinite faster (frame 12 → 7).
- The first hit and infinite have altered angles to keep opponents closer to Mr. Game & Watch (83°/85° → 361°/180° (hit 1), 74°/40° → 361° (infinite)), and the latter has gained a hitstun modifier of 4, allowing the move to lock opponents and connect better.
- The infinite's finisher deals more damage (2% → 3%), with its knockback scaling not fully compensated (180 → 160).
- The infinite has gained a shieldstun multiplier of 10×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, without allowing opponents to cancel shieldstun like other neutral infinites, as the move pushes them out of range before they can shield 10 hits.
- The finisher has a larger hitbox (5.5u/4u → 6u/4u), and its farthest hitbox is placed higher (Y offset: 8.5u → 9.5u), improving its vertical range.
- The first hit has smaller hitboxes (5.5u/4u/3u → 3.8u/4.3u), with the hitbox that reached behind Mr. Game & Watch being removed.
- The first hit has a higher hitlag multiplier (1× → 1.5×), making it easier to SDI.
- The infinite deal less damage per hit (1% → 0.8%).
- The infinite no longer uses set knockback (5/10 set/100 scaling → 12 base/20 scaling), causing it to connect less reliably at high percents.
- The finisher has considerably more ending lag (FAF 24 → 35).
- The first hit no longer uses set knockback (5/10/20 set/100 scaling → 25/20 base/22/15 scaling). At high percents, this causes it to connect less reliably into the infinite, but gives it a guaranteed jab cancel followup into Fire thanks to the latter's faster startup.
- The infinite has a higher hitlag multiplier (0.5× → 0.7×), but a lower SDI multiplier (1× → 0.8×).
- Forward tilt:
- Forward tilt has less startup with a longer hitbox duration (frames 10 (clean)/11-17 (late) → 8-9/10-20).
- It deals more damage (10%/9% → 12%/10% (clean), 4% → 6% (late)) with knockback partially compensated only on the clean sweetspot (100 → 96), improving its KO potential.
- The late hit has significantly more knockback scaling (100 → 135/120). Combined with its increased damage, this grants it KO potential.
- The move has smaller hitboxes (4.8u/4u → 4u/3.5u (clean), 4.5u/3.5u → 3.3u/2.8u (late)), the sourspot does not extend as far (Z offset: 5u-16u → 7u-12u, Y offset: 4u → 4.5u), and the sweetspot has been moved towards Mr. Game and Watch and does not extend as far vertically (Z offset: 16u → 15u, Y offset: 4u-7u → 4.5u-6.5u). This reduces its range overall.
- Up tilt:
- Up tilt has less ending lag (FAF 36 → 34).
- It grants intangibility on Mr. Game & Watch's hands throughout the entire move, as well as his raised arm during each hit's active frames, allowing it to beat out opposing attacks more effectively.
- The first hit uses weight-independent set knockback (20 base/125/127 scaling → 60/80 set/100 scaling) and launches opponents at lower angles (100°/115° → 170°/145°), now being specifically designed to connect into the second hit. This allows the move to consistently deal its full damage and provide a higher frame advantage over the opponent.
- The second hit launches at a more vertical angle (115° → 75°). In combination with the move's reduced ending lag, consistent two-hit nature, and Mr. Game & Watch's faster jumpsquat, this considerably improves its combo potential.
- The second hit has more base knockback (30 → 50), but less knockback scaling (127/125 → 117), improving its KO potential overall.
- Both hits' flags have smaller hitboxes (5.5u → 4.5u).
- The flags appear on each side of Mr. Game & Watch instead of above. This increases the move's horizontal range, but reduces its vertical range.
- Down tilt:
- Down tilt deals more damage (6% → 9%) with knockback not fully compensated (40 base/125 scaling → 45/112), drastically improving its KO potential to the point it is the strongest down tilt at the edge (KOing at around 90%), and one of the strongest down tilts from center stage (KOing at around 130%).
- The hitbox is placed higher, and it has gained an additional hitbox that extends much farther vertically (Y offset: 1.5u → 2.1u-9.3u), improving its coverage in front of Mr. Game & Watch.
- The move has more ending lag (FAF 40 → 43).
- It has a shorter hitbox duration (frames 6-11 → 6-8).
- The windbox has been removed. This deprives the move of its juggling capabilities and potential recovery interruptions (such as when used against Ike's Quick Draw), and it can no longer hit aerial opponents as a result.
- The hitboxes are much smaller (2.5u → 1.2u/1.2u), and extend farther horizontally, but are placed closer to Mr. Game & Watch (Z offset: 12u-18u → 6.7u-16.8u). This reduces their horizontal range overall, and gives them a much less favorable disjoint due to Mr. Game and Watch leaning in further during the attack.
- Dash attack:
- The hitbox has been moved closer to Mr. Game & Watch (Z offset: 6u → 5u), reducing its horizontal range.
- Forward smash:
- The sweetspot deals more knockback overall (48 base/91 scaling → 46/97), and launches at a lower angle (52° → 48°), improving its KO potential.
- The move has gained an additional sweetspot hitbox inbetween the sourspot and existing sweetspot (5.3u → 2.9u/5.3u), while the sourspot has been slightly reduced to compensate (3u → 2.6u). This makes the sweetspot easier to land.
- The sourspot has less base knockback (44 → 42).
- All hitboxes have been moved closer to Mr. Game and Watch (Z offset: 11u → 7.8u (sourspot), 17u → 12u/16u (sweetspot)) and upwards (Y offset: 3.5u → 5.3u (sourspot), 7.2u → 6.8u/7.8u (sweetspot)). Additionally, he doesn't lean forward as much. This reduces the move's horizontal range, but increases its vertical range and gives it a more favorable disjoint.
- The sourspot no longer has a sound effect on hit.
- Up smash:
- Up smash has less startup with a longer hitbox duration (frames 24-25 → 21-25), matching its Brawl counterpart.
- It grants full invincibility to Mr. Game & Watch, rather than only to his head and frontal limbs.
- It has more knockback scaling (93 → 98), improving its KO potential.
- It has a significantly shorter invincibility period, matching the duration of the hitboxes (frames 4-25 → 21-25). This prevents it from negating opposing attacks much earlier than the hitbox comes out, as well as during the whole period it is charged.
- The hitbox has been moved lower (Y offset: 12u-10u → 9.5u-8u), but also extends farther horizontally (Z offset: −3u-6u → −6u-5.5u). This noticeably reduces its vertical range, but increases its horizontal range, especially behind Mr. Game and Watch.
- Mr. Game & Watch faces away from the camera when using his up smash to the left. He also slightly flashes white during the move's invincibility frames.
- Down smash:
- Down smash has less startup (frame 15 → 12) and ending lag (FAF 42 → 38).
- The sweetspots bury grounded opponents, allowing them to followup into several other moves, including stronger finishers at high percents.
- The sourspot has significantly more knockback scaling (65 → 80), allowing it to KO under 150% from the center of Final Destination.
- All hitboxes extend farther to both sides (Z offset: -4.8u-4.8u → -5u-5u (sourspot), -12u/12u → -14.2u-−12.2u/14.2u-12.2u (sweetspots)), increasing the move's horizontal range and making the sweetspots easier to land.
- The sweetspots are smaller (5u → 4.5u), slightly reducing their vertical range.
Aerial attacks
- Neutral, back, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 (back), 28 → 22 (down)).
- Neutral aerial:
- Neutral aerial auto-cancels earlier (frame 44 → 42).
- All hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like the move's Brawl iteration.
- All of the move's hitboxes except the first hit's fish hitboxes are stretched horizontally (Z offset: 1.8u → −1u-6u/−1u-6u (hit 1), −9.5u/9.8u/1.8u → 9.6u-10.8u/−7.5u-−8.8u/−1u-6u/−1u-6u (hit 2), −11u/13u/1.8u → 13.3u-13.6u/−9.9u-−9.7u/−1-6u/−1-6u (hit 3), −11u/12.7u → −10.2u-10u/1.8u-3.4u (hit 4)) and vertically (Y offset: 17.9u/21u → 20.7u-21u/17.9u-18.3u (hit 2), 11u/12.5u → 12.4u-13.6u/11u-12u (hit 3), 1u/1.5u → 1.5u-2.9u/2.4u-1u (hit 4)), increasing the range of each hitbox.
- Due to its reduced landing lag, it has greatly improved combo potential, even allowing the multi-hits to set up into moves such as down tilt and forward tilt at KO percents.
- The first three hits have a lower hitlag multiplier (1× → 0.8×), making them harder to SDI out of.
- The first three hits launch at different angles, with the first two using autolink angles (160°/160°/90° → 165°/165°/367°/105° (hit 1), 160°/150°/367°/105° (hit 2), 145°/140°/120°/120° (hit 3)), and all of their hitboxes deal weight-independent set knockback (30/30/0 → 30/30/30/45 (hit 1), 30/30/20/20 (hit 2), 30/30/15/15 (hit 3)), improving their linking ability and preventing opponents from falling out at higher percents.
- The move deals less damage (5% (hit 1), 4% (hits 2-3) → 3%; 17% total → 13%).
- The last hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
- The first three hit have had their large hitbox replaced by two small ones (5u → 2.5u/2.5u (hit 1), 5u → 3u/3u (hits 2-3)).
- Forward aerial:
- Mr. Game & Watch has a new forward aerial: he holds a bomb in front of him and drops it straight down, resembling Mario's Bombs Away, Safebuster, or Bomb Sweeper. Uniquely, the bomb functions as a projectile, exploding half a second (30 frames) after it is dropped or when it hits the stage. The move consists of both hits; one in front of Mr. Game & Watch when he drops the bomb, which deals 3% damage, and the other on the bomb's explosion, which deals 12%. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear.
- It deals more damage if both hits connect (11.5% → 15%).
- The explosion has significantly more knockback scaling (86 → 101), which alongside its higher damage output than the previous forward aerial improves its KO potential.
- Due to its new properties, it has increased vertical range below Mr. Game and Watch.
- The delayed explosion significantly improves the move's safety as a landing option against shielding opponents, to the point it is nearly impossible to punish after shielding it, despite its increased landing lag. It also grants the move combo potential, and allows it to hit offstage opponents below the ledge.
- The explosion has a much larger hitbox (5.5u → 10u).
- The move has more ending lag (FAF 45 → 48) and landing lag (15 frames → 17).
- Its initial auto-cancel window has been removed.
- The hit in front of Mr. Game & Watch has a much smaller hitbox (5.5u → 2u), noticeably smaller than the bomb. This drastically reduces its range, despite being placed slightly farther horizontally (Z offset: 9u → 9.3u).
- Both the initial hit and explosion have a much shorter duration (frames 10-25 → 10-13 (bomb), 44-45 (explosion)), and the bomb's ability to be canceled out by opposing attacks leaves Mr. Game and Watch completely vulnerable if it trades with an opposing attack. This makes the move significantly less effective for attacking and approaching directly.
- Both hits have a lower hitlag multiplier (1× → 0.5×).
- The initial hit uses set knockback (30/10 base/86/80 scaling → 30 set/50 scaling) and a hitstun modifier of 5, in order to link consistently into the explosion when close to the ground.
- The explosion launches at a higher angle (361° → 45°). This further improves its combo potential, but makes it less effective for edgeguarding.
- Back aerial:
- The looping hits consistently use an autolink angle (366°/25° → 367°/367°), allowing them to connect reliably, despite the outermost hitbox dealing more knockback overall and the innermost hitbox no longer using set knockback (30/0 base/0/40 set/40/100 scaling → 0 base/100 scaling).
- The looping hits have a lower hitlag multiplier (1.5× → 0.9×), allowing them to transition faster.
- The last hit has more knockback scaling (170 → 185), improving its KO potential.
- The move can no longer be frame canceled. Its reduced landing lag does not compensate, hindering its combo potential and safety on shield.
- The landing hit launches at a lower angle (68° → 58°) and deals much less knockback overall (90 base/120 scaling → 95/60). In combination with the removal of frame canceling, this removes both its combo potential and its ability to KO at realistic percents.
- The move has a slightly altered animation where Mr. Game and Watch has his legs positioned to the side of his body rather than below it.
- Up aerial:
- Up aerial has been reworked: it shoots a single puff of air that functions as a projectile, flying straight up and hitting multiple times, much like Mega Man's up aerial.
- Due to its new properties, it has much more vertical range, making it a more reliable followup option.
- It has a much longer duration (frames 6-12/20-22 → 9-14/15-20/21-26/27-32/33-36/37-42), significantly improving its juggling potential.
- The looping hits launch opponents more inward (94° → 97°) and use set knockback (20 base/60 scaling → 63/55/40 set/100 scaling), and the move no longer causes hitlag (1× → 0×). This allows for all hits to connect more reliably and makes them nearly impossible to escape.
- The move has more startup (frame 6 → 9), with its total duration increased as well (FAF 40 → 43), being interruptibile just after the hitboxes cease.
- It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.
- It deals less damage (7% (hit 1), 9% (hit 2) → 1.8% (hits 1-5), 3% (hit 6); 16% total → 12%).
- The hitbox is much smaller overall (6.5u/4.3u → 3.8u (hits 1-5), 4.3u (hit 6)), reducing its horizontal range.
- It no longer possesses windboxes, allowing it to hit consistently without pushing opponents out of range, but removing the ability to juggle opponents during vulnerable states (such as helplessness).
- The last hit deals significantly less knockback (55 base/98 scaling → 65/35). This removes its KO potential, but in combination with its longer duration and multi-hit nature, this allows it to combo far more effectively into other moves, including another up aerial to carry the opponent closer to the top blast line.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
- It auto-cancels earlier (frame 51 → 49), matching its interruptibility, and allowing it to auto-cancel after a full hop and Fire.
- The late hit deals much more knockback (20 base/106 scaling → 22/117), improving its KO potential.
- The move can no longer be frame canceled; however, this is compensated by its reduced landing lag.
- The key is larger, matching the vertical range of the sourspot more closely.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 37 (pivot)).
- Dash grab and pivot grab have increased range, especially dash grab (Z2 offset: 11.1u → 13.5u (dash), -14.8u → −15.6u (pivot)).
- Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- When a playable character is thrown by Mr. Game & Watch, they turn into their respective stock icon for the duration of the juggle; combined with the new, more flatter look of stock icons, it greatly resembles a ball in the original game. Grabbable Assist Trophies still uses Smash 4's grab animation.
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 13 → 1), and ending lag (FAF 30 → 7), greatly shortening its duration and making it more reliable for racking up damage.
- It deals much less damage (3% → 1.3%).
- Forward throw:
- Forward throw launches at a lower angle (58° → 52°), making it more effective for getting opponents offstage.
- Back throw:
- Back throw launches at a lower angle (58° → 52°), making it more effective for getting opponents offstage.
- Up throw:
- Up throw deals much more damage (8% → 12%), with its knockback scaling compensated (40 → 29).
- It has increased combo ability due to Mr. Game and Watch's faster jumpsquat and jump speed; in addition to Fire, it can combo into neutral aerial and up aerial at low percents.
- Down throw:
- Down throw releases the opponent later (frame 26 → 35), with its total duration increased as well (FAF 41 → 50), giving the opponent more time to DI.
- It has significantly more base knockback (35 → 70). This worsens its combo potential at mid to high percents, and when combined with the changes to up aerial, effectively removes the "Toot-Toot" KO confirm he could pull off in Smash 4. However, this also increases its combo potential at low to mid percents in combination with Mr. Game & Watch faster jumpsquat, and grants it KO potential at around 200%.
- Mr. Game & Watch "drops" the character's icon during the animation.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Chef:
- Chef deals more damage (5% → 8% (pan), 4% → 5% (food)) without compensation for knockback, although the food deals negative shield damage to compensate (0 → -1).
- The food's trajectory can be controlled by tilting the control stick horizontally, rather than being randomized, improving its consistency as a ledge-trapping and zoning option.
- The move has more ending lag (FAF 50 → 55).
- It shoots food at a slower rate when not tapping the special move button repeatedly (23 frames → 32).
- The pan hitbox has been replaced with two smaller ones (6.76u → 3.5u/4.2u).
- Judge:
- Judge 5's first three hits have less knockback (40 base/80 scaling → 15/25 base/60/70 scaling), making it easier to hit opponents multiple times at higher percents.
- Judge 7 spawns three apples on hit instead of one, allowing Mr. Game & Watch to heal significantly more health after using the move.
- Judge 7 deals more base knockback (30 → 45), making it safer on hit at low percents.
- Judge 8 does more damage (9% → 13%), which also causes the freeze effect to last longer.
- Judge 8 deals less set knockback (70 → 60), slightly improving its gimping potential.
- Judge 9 has a larger hitbox (3u/4u → 3u/6u), matching the rest of the numbers.
- Judge 2 no longer has a bonus trip chance of 20%, removing its situational followups.
- Judge 7 launches at a higher angle (361° → 45°), removing its ability to lock opponents at low percents.
- Judge 9 has a much higher SDI multiplier (0× → 2×), allowing the opponent to manipulate their launch position to improve their chances of surviving, and shift their position when shielding the move to make it easier to punish, due to its high hitlag.
- Judge can no longer roll the same number twice in a row.
- During startup, the numbers appear in a jumble before settling on the decided number.
- Judge 9 triggers a Special Zoom on hit.
- Fire:
- Fire's windbox has been removed, instead possessing a new hit on frames 3-4 when the firemen appear, which links into Mr. Game & Watch's own hitbox. This hit deals 3% damage, launches opponents vertically (83° (grounded), 75° (aerial)) and has very high base knockback (132 base/36 scaling (grounded), 100/70 (aerial)), with a hitstun modifier of 10 on the grounded version. This new hit effectively reduces the move's startup (frame 9 → 3) and increases its horizontal range, giving it immense utility as an out of shield and disadvantage option, and due to the grounded version's high hitstun, it has also gained combo potential, leading into a neutral aerial at low percents and an up aerial until high percents.
- It transitions into the parachute faster (FAF 41 → 37).
- Oil Panic:
- Oil Panic reflects projectiles that aren't absorbable, increasing its utility.
- It begins absorbing projectiles earlier (frame 7 → 6).
- The absorbing portion has less ending lag (FAF 50 → 44).
- The absorbing portion's loop has been standardized, allowing Mr. Game & Watch to immediately go into the ending animation if the button is released after frame 30.
- Mr. Game & Watch is no longer forced into another loop after absorbing a projectile if the button is not being held. He also isn't put into the ending animation, allowing him to act the moment intangibility ends.
- The move's damage multiplier has been significantly reduced (2.8× → 2×).
- The attack portion no longer has intangibility on frames 1-6.
- The attack's minimum and maximum damage are lower, especially the latter (18%-60% → 16%-48%), and it deals less knockback (30 base/80 scaling → 25/80 (clean), 25/78 (mid), 25/76 (late)). This makes it significantly weaker, removing its one-hit KO ability, and further reduces its safety on hit at low percents when absorbing weak projectiles.
- The attack has slightly smaller hitboxes overall (3.36u/4.8u/8.16u → 3.4u/4.5u/8u).
- Oil Panic triggers Special Zoom on hit, and briefly leaves the opponent covered in oil.
- Octopus:
- Octopus's functionality has been altered. Instead of being controllable, the octopus automatically rears back and charges forward, grabs opponents who touch its tentacles, and drags them offscreen, akin to Ganondorf's Ganon, The Demon King. The main body deals damage instead of the tentacles. This allows the move to KO earlier, but makes it more polarized overall, as escaping the grab frees the opponent of any punishment.
- A greenish-beige backdrop similar to that of a Game & Watch game temporarily appears during the Final Smash.
|Meta Knight====Aesthetics===
- Due to the aesthetic used in Ultimate, Meta Knight's model features a more subdued color scheme. His mask, gauntlets, pauldrons, and sabatons have subtle detailing. His mask in particular is a notably darker gray, and his eyes now have a bright orange glow around them.
- Galaxia's design has been altered: its blade is flatter, resembling its official artwork for Kirby Super Star Ultra and Kirby: Planet Robobot.
- Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from Smash 4.
- His Galacta Knight-inspired alternate costume more closely resembles its inspiration: his mask becomes cross-shaped with red eyes, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver with a blue gem when donning the Dark Meta Knight costume, his sabatons turn a darker red as opposed to the inaccurate purple of Smash 4, and his mask gains a scar and has paler eyes, much like his Mirror World doppelgänger.
- Meta Knight now wraps himself in his cape when performing his spot dodge, like his rolling animation.
- Meta Knight's wings now droop or curl up when fast falling.
- Two of Meta Knight's victory animations were altered:
- The one where he warps away now has him perform three sword slashes before warping.
- The one where he flies on-screen from the side now shows him him flying around and dropping to the ground before striking a pose.
- Meta Knight no longer grunts twice during his reeling animation.
Attributes
- Like all characters, Meta Knight's jumpsquat takes 3 frames to complete (down from 4).
- Meta Knight walks faster (1.18 → 1.239).
- Meta Knight runs faster (1.9 → 2.09).
- His initial dash is much faster (1.7 → 2.211).
- Meta Knight's air speed is faster (0.99 → 1.04).
- Meta Knight's traction is much higher (0.055 → 0.097).
- Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
- Back roll has more ending lag (FAF 28 → 34).
- Spot dodge has more startup (frame 2 → 3).
- However, its total duration remains the same, giving it one frame less ending lag.
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 48).
- The new air dodge mechanics improve Meta Knight's juggling and edge-guarding abilities.
Ground attacks
- Neutral attack:
- Neutral attack's infinite has received several changes to allow it to connect better and rack up damage more effectively:
- It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower hitlag multiplier (1× → 0.5×), making it harder to SDI out of.
- It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → 361°).
- It has more base knockback (8 → 10) and each hit has gained a hitstun modifier of 2.
- It has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).
- The finisher has less ending lag (FAF 35 → 31).
- The infinite deals less damage per hit (1.2% → 1%) and no longer deals extra shield damage (1 → 0).
- The infinite has gained a shieldstun multiplier of 4×. 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 Meta Knight more easily if they shield 10 hits or more.
- The finisher consists of three medium-sized hitboxes instead of a single large one (8u → 5u/6u/6u). However, its overall range remains unchanged.
- Neutral attack's infinite has received several changes to allow it to connect better and rack up damage more effectively:
- Forward tilt:
- The first two hits have different knockback (8 base/88 scaling → 25/20 (hit 1), 20/20 (hit 2)) and their outermost hitboxes launch opponents closer to Meta Knight (85° → 88° (hit 1), 80° → 85° (hit 2)), allowing them to connect more reliably.
- The second hit has larger hitboxes (3.5u → 4u/3.6u).
- Up tilt:
- Up tilt's sweetspot has more vertical range (Y offset: 23.9u → 25.2u (clean), 7.5u → 9u (late)).
- The sourspot deals more damage during the clean hit (5% → 6%), but less during the late hit (6% → 5%).
- Down tilt:
- Down tilt's innermost hitbox is larger (3.2u → 3.5u), while the outermost hitbox stretches farther horizontally (Z offset: 13u → 15u), removing its blindspot next to Meta Knight and increasing its range to the point it properly covers the full tip of the blade.
- Dash attack:
- Dash attack has an altered animation. Meta Knight now spins on himself before thrusting his foot forward.
- It deals more damage (6%/5% → 7%/6%).
- It has one more frame of ending lag (FAF 32 → 33).
- It has slightly less base knockback (70 → 65/65/67), but more knockback scaling (90 → 107). In combination with the previous changes, this removes its combo potential almost entirely past low percents, no longer having KO setups into Shuttle Loop.
- However, this allows it to KO under 180%, giving it more utility as an emergency KO move.
- It has smaller hitboxes (5.5u/5u/4.5u → 5u/4u/3.5u).
- Forward smash:
- Forward smash has a modified sword trail with spiked edges.
- Up smash:
- Up smash deals more damage (3% (hit 1)/2% (hit 2)/4% (hit 3) → 4%/3%/5%; 9% → 12% (total)), with knockback scaling compensated on the last hit (166 → 148).
- The first and second hits have more set knockback (20/25 → 30), and their outer hitboxes launch opponents at a higher angle (135° → 130°), allowing them to connect more reliably.
- Down smash:
- Down smash has an altered animation with Meta Knight swinging Galaxia upwards for the first hit.
- It deals more damage (7% → 10% (hit 1), 10% → 13% (hit 2)) with knockback scaling not fully compensated (93 → 77 (hit 1)/78 (hit 2)), allowing the first hit to KO under 190% from center stage.
- It no longer starts charging immediately (frame 1 → 2), allowing the player to use the uncharged move without buffering.
- The second hit has larger hitboxes (4.5u/4u → 4.6u/4.6u).
- The first hit has a smaller hitbox (4.5u/4u → 3.8u).
- However, it has more range due to the hitbox being extended to match the sword instead of not covering it completely.
Aerial attacks
- All aerials have less landing lag (16 frames → 7 (neutral), 16 → 10 (forward), 18 → 11 (back), 18 → 9 (up), 22 → 9 (down)).
- Neutral aerial:
- Neutral aerial's late hit has an additional hitbox that is larger (3.5u → 5u), giving it more range.
- Forward aerial:
- All hits have slightly more horizontal range (Z offset: 13u → 13.5u).
- The first two hits' ground-only hitboxes launch at a higher angle (361° → 60°) and have more base knockback (30 → 60), but less knockback scaling (130 → 100). This allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.
- The first two hits' aerial-only hitboxes use the autolink angle like in the original version of Smash 4 (85° → 367°), allowing them to once again drag opponents down and set up combos, which is strengthened by the move's lower landing lag.
- The first two hits' ground-only hitboxes deal less damage (2.2% → 1.5%).
- Back aerial:
- All hits have more horizontal range (Z offset: -12u/-6u → -15u/-9u).
- The first two hits' ground-only hitboxes launch at a higher angle (361° → 55°) and have more base knockback (40 → 50), but less knockback scaling (130 → 90). Much like forward aerial, this allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.
- The first and second hits' ground-only hitboxes deal less damage (2.2% → 1.5%).
- The third hit has less knockback scaling (212 → 198), hindering its KO potential.
- Up aerial:
- Up aerial's angles have been altered (69°/69°/52° → 67°/67°/50°), improving its combo potential into other aerials, but worsening the consistency of up aerial ladder combos.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
- All grabs have less range, especially standing grab (Z2 offset: 10u → 8.5u (standing), 10.8u → 10.1u (dash), -15u → -14.3u (pivot)).
- Dash and pivot grabs have increased startup (frame 9 → 11 (dash), 9 → 12 (pivot)).
- In a similar vein to Captain Falcon, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum, further decreasing its effective range.
- Pummel:
- Pummel deals more hitlag (5 frames → 11), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 24 → 6), greatly shortening its effective duration.
- It deals much less damage (3% → 1%).
- Relative to the rest of the cast, Meta Knight's pummel is among the fastest but least damaging, rather than among the slowest but most damaging.
- Forward throw:
- Due to Meta Knight's increased traction no longer allowing him to retain horizontal momentum during throws, forward throw has lost its combo potential entirely past very low percents.
- Up throw:
- Up throw's notoriously powerful collateral hitbox deals less knockback (90 base/160 scaling → 85/150), no longer KOing under 80% from ground level.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Mach Tornado:
- Mach Tornado travels faster horizontally, and gives more height via button mashing.
- It has gained a windbox, allowing it to pull opponents more effectively into the attack.
- The duration of the attack can no longer be extended by button mashing, making it worse for covering rolls and getups, or for juggling
- Instead of being a multi-hit attack, it only hits once, possessing a clean hit and late hit.
- It deals significantly less total damage (22% → 12% (clean)/8% (late)).
- It launches opponents horizontally (70° → 361°), which allows it to KO horizontally far earlier, working as a potent combo finisher and even an edgeguarding tool[7], but hinders its KO ability near the top blast line.
- The clean hit is stronger than the previous final hit from center stage (55 base/170 scaling → 90/44), but the late hit is weaker (55/170 → 70/60).
- It has more range than the previous multi-hits, but less than the previous final hit (6u/11u → 9u).
- It has a lower hitlag multiplier (2× → 1.2×), although it still has more hitlag due to its higher individual damage and the universal hitlag increase.
- Mach Tornado has updated visual effects: its trails are more opaque and incorporate more white accents than yellow. Its shape is also thinner, better resembling how it looked in Brawl.
- Drill Rush:
- Drill Rush has a faster rehit rate (6 → 4), causing it to hit up to twelve times (up from nine), and its looping hits deal more damage (1% → 1.1%), increasing its total output (11% → 15.1%).
- The looping hits have different angles (0°/30°/361°/366° (clean), 50°/366°/366° (late) → 363°/367°/30°/30°/367°/365°) and knockback (30/30/0/0 set/60/100/70/70 base → 45/30/45/45/0/0 set/50/80/50/80/25/25 base), alongside a lower hitlag multiplier (1× → 0.6×). In combination with their faster rehit rate, this allows them to connect much more effectively and makes them harder to escape.
- The final hit has gained an additional hitbox that is larger (6u → 8u), increasing its range.
- Drill Rush loses a significant amount of momentum if shielded. This hinders its ability to cross-up opponents, making it easier to punish.
- The final hit has less knockback scaling (200 → 185), although it launches at a lower angle to compensate (60° → 40°).
- The final hit has a unique, bright red visual effect if it hits an opponent.
- Shuttle Loop:
- Shuttle Loop conserves more vertical momentum after the second hit.
- The first hit deals set knockback (grounded: 130/127/98/98 base/10 scaling (early), 90/10 (late) → 125/125/120/120 set/120 scaling (early), 100/120 (mid), 80/100 (late); aerial: 120/70 base/10 scaling → 116/110 set/120 scaling (early), 80/100 (late)) and is weight-independent. While this would make it connect the same way regardless of percent, the set knockback means it no longer scales with percent, removing its ability to potentially hit opponents up to a higher position and lead to earlier KOs with the second hit, hindering the move's KO potential, which is further worsened by rage no longer affecting moves with set knockback.
- Dimensional Cape:
- Dimensional Cape deals more damage if done on the ground without moving (15% → 16%).
- It deals less damage if done on the ground moving backward (14% → 13%).
- Due to the changes to the jostle mechanics, Dimensional Cape can no longer cross-up opponents once Meta Knight reappears.
- Darkness Illusion:
- Meta Knight has a new Final Smash, Darkness Illusion. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in Kirby: Star Allies, with the cross-lightning being similar to Kirby Super Star Ultra's version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in Kirby Star Allies.
- The surge of energy from Darkness Illusion has less range than the cape from Galaxia Darkness. In addition, it has lost the ability to hit others not trapped in the Final Smash, unlike Galaxia Darkness.
|Pit====Aesthetics===
- Due to the aesthetic used in Ultimate, Pit's model features a more vibrant color scheme. His eyes and hair appear more detailed, with the latter having a more cel-shaded appearance. His clothing and wings now feature subtle detailing.
- Pit has a new alternate costume; it is almost identical to his default costume, but turns his hair and shoes blonde and white respectively. This replaces his cyan costume from SSB4. His black costume has also been modified to resemble how it was in Brawl, though it is still colored differently from Dark Pit's default costume, much like in SSB4.
- Pit's idle animation has been slightly altered. However, he reverts to his previous idle animation while holding a small item.
- Like many other characters, Pit is more expressive.
- Pit's side taunt has been shortened. He now swings his bow three times instead of four.
- The wing particle effects from Pit's down taunt are more pronounced.
- Pit has a new Star KO scream in the English version. He now shouts "I never learned how to read!", which is a line from Uprising.
- Pit's "victory sign" animation has changed. He now does a celebratory jump before showing the hand sign.
Attributes
- Like all characters, Pit's jumpsquat animation takes 3 frames to complete (down from 5).
- Pit walks faster (1.199 → 1.259).
- Pit runs much faster (1.66215 → 1.828).
- Pit's initial dash is significantly faster (1.5 → 2.09).
- Pit's air speed is higher (0.89 → 0.935).
- Pit's air acceleration is higher (0.065 → 0.075).
- Pit's traction is significantly higher (0.0505 → 0.135), being tied with his Echo Fighter's for the second highest in the game.
- Forward roll has more ending lag (FAF 28 → 30).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
- Air dodge grants more intangibility (frames 2-26 → 3-29).
Ground attacks
- Neutral attack:
- The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
- Neutral infinite has a new animation: instead of slashing horizontally with his bow fully formed like a buzzsaw, Pit quickly slashes with the bow split in two.
- The infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
- The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
- The infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5).
- The finisher deals more knockback (45 base/170 scaling → 40/185).
- The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
- The third hit has a shorter hitbox duration (frames 3-4 → 3).
- The infinite's finisher has more ending lag (FAF 40 → 48).
- The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Pit, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
- The infinite has gained a shieldstun multiplier of 3×. 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 Pit more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt has a slightly altered animation during which Pit lunges less far, reducing the move's range.
- Up tilt:
- Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
- It has noticeably less ending lag (FAF 43 → 33), which combined with Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
- The first hit uses the autolink angle, allowing to connect better into the second hit.
- It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
- The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.
- Down tilt:
- Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Pit's faster jumpsquat, this significantly improves its combo potential.
- It moves Pit forward slightly with each use, allowing for a pseudo-crawl.
- Dash attack:
- Dash attack's animation has been altered to a downward swipe of Pit's blade. Pit no longer spins during the animation.
- It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.
- Forward smash:
- Forward smash has less ending lag (FAF 59 → 55).
- The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.
- The second hit has a longer hitbox duration (frame 21 → frames 21-22).
- The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.
- Up smash:
- Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.
- Down smash:
- Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.
Aerial attacks
- All aerials have significantly reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
- Neutral aerial:
- Neutral aerial's looping hits' two smallest hitboxes have been increased (2u/2.5u → 2.5u/3u), and its smallest hitbox uses altered angle (25° → 220°/140°) and set knockback values (20 → 30/30) for aerial and grounded opponents, with the rest of the multhit hitboxes having their angle (65°/125°/160° → 48°/335°/130°) and set knockback values (70/70/20/20 → 50/30/65) changed as well. This allows them to connect more reliably and reduces the blindspots around Pit.
- The looping hits have reduced hitlag (1× → 0.5×) and SDI multipliers (1× → 0.8×), making them harder to escape from.
- The looping hits have longer hitbox durations (1 frame → 2 frames).
- The last hit deals more damage (4% → 4.5%).
- The final hit is larger (9.2u → 9.5u), and has been repositioned (Y offset: 8 → 9.5, Z offset: 2 → 3), improving its horizontal and vertical range.
- Forward aerial:
- Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), partially restoring its KO potential from Brawl.
- The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
- The looping hits have larger hitboxes (1.5u → 2.3u), and extend further (Z offset: 11-18 → 10-19), improving its range.
- Back aerial:
- Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
- Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
- It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
- Up aerial:
- Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
- The last hit has more base knockback but drastically less knockback scaling to compensate(5 base/270 scaling → 50/130), improving its juggling ability and making it safer on hit at low percents.
- The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
- Down aerial:
- Down aerial's meteor smash sweetspot is larger (3u → 4u), and extends further downwards (Y offset: -4 → -4—-6) making it easier to edgeguard with it.
- The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.
Throws and other attacks
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Dash grab has slightly less range (Z2 offset: 11.8u → 11.5u).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- Back throw:
- Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
- However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
- Back throw's speed is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.
- Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
- Up throw:
- Up throw has more ending lag (FAF 33 → 38).
- Down throw:
- Down throw has increased combo potential due to Pit's faster jumpsquat and jump speed.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Palutena Bow:
- Palutena Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47), improving its camping ability.
- It has received negative shield damage (0 → -1.6).
- Firing a fully charged arrow causes the screen to shake.
- Upperdash Arm:
- Grounded and aerial Upperdash Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105). The aerial version also has less ending lag upon activation (FAF 58 → 52).
- Upperdash Arm has increased knockback scaling (60 → 72), improving its KO ability.
- The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
- The charging voice clip has swapped places with one of the attacking voice clips from SSB4. Additionally, Pit no longer consistently vocalizes when summoning the Upperdash Arm and only vocalizes during the attack if he's silent when summoning it.
- The look of Pit's Upperdash Arm has been altered. The blue orb in the center has more detail, making it more closely resemble its appearance in Uprising.
- Power of Flight:
- Power of Flight can sweetspot edges from behind.
- Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
- It takes longer for Pit to move after he begins to fall, leaving him more vulnerable to attacks.
- Guardian Orbitars:
- Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.
- The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
- However, they gradually shrink the longer they are held out.
- They have less HP against physical attacks (18 → 15).
- Unlike in Smash 4, Pit's left foot noticeably sticks out from the bottom, leaving it more easily exposed to attacks from the side that wouldn't have normally hit him in Smash 4.
- Final Smash:
- Instead of the Three Sacred Treasures, Pit's Final Smash is the Lightning Chariot. It involves him going offscreen, aiming at opponents, and charging towards them atop the Lightning Chariot, akin to the Dragoon.
- Lightning Chariot provides Pit with a single, powerful blow that deals very high knockback, KOing opponents at around 15% from center stage, and can hit opponents much more effectively due to being fully controllable.
- Lightning Chariot affects a smaller area, and its damage potential is significantly lower.
|Dark Pit====Aesthetics===
- Due to the aesthetic used in Ultimate, Dark Pit's model features a more subdued color scheme, more closely resemble how it was in Kid Icarus: Uprising. Like Pit, his eyes and hair appear more detailed, with the latter having a more cel-shaded appearance. His clothing and wings now feature subtle detailing.
- Most of Dark Pit's alternate costumes have been altered, using more vibrant and easily distinguishable colors.
- Dark Pit's idle animation has been slightly altered. However, he reverts to his SSB4 idle pose when holding a small item.
- Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.
- Dark Pit's down and side taunts are performed faster.
Attributes
- Like all characters, Dark Pit's jumpsquat animation takes 3 frames to complete (down from 5).
- Dark Pit walks faster (1.199 → 1.259).
- Dark Pit runs much faster (1.66215 → 1.828).
- Dark Pit's initial dash is significantly faster (1.5 → 2.09).
- Dark Pit's air speed is higher (0.89 → 0.935).
- Dark Pit's air acceleration is higher (0.065 → 0.075).
- Dark Pit's traction is significantly higher (0.0505 → 0.135), being tied with Pit's for the second highest in the game.
- Forward roll has more ending lag (FAF 28 → 30).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
- Air dodge grants more intangibility (frames 2-26 → 3-29).
Ground attacks
- Neutral attack:
- The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
- Neutral infinite has a new animation: instead of slashing horizontally with his bow fully formed like a buzzsaw, Dark Pit quickly slashes with the bow split in two.
- The infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
- The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
- The infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5). The hitbox is also larger, making it identical to Pit's.
- The finisher deals more knockback (45 base/170 scaling → 40/185).
- The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
- The third hit has a shorter hitbox duration (frames 3-4 → 3).
- The infinite's finisher has more ending lag (FAF 40 → 48).
- The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Dark Pit, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
- The infinite has gained a shieldstun multiplier of 3×. 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 Dark Pit more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
- Forward tilt has a slightly altered animation during which Dark Pit lunges less far, reducing the move's range.
- Up tilt:
- Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
- It has noticeably less ending lag (FAF 43 → 33), which combined with Dark Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
- The first hit uses the autolink angle (100° → 365°) and has lower set knockback (110 → 85), enabling it to connect better into the second hit.
- Up tilt deals less total damage (10% → 9%).
- It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
- The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.
- Down tilt:
- Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Dark Pit's faster jumpsquat, this significantly improves its combo potential.
- It moves Dark Pit forward slightly with each use, allowing for a pseudo-crawl.
- Dash attack:
- Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. Dark Pit no longer spins during the animation.
- It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.
- Forward smash:
- Forward smash has less ending lag (FAF 59 → 55).
- The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.
- The second hit has a longer hitbox duration (frame 21 → frames 21-22).
- The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.
- Up smash:
- Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.
- Down smash:
- Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.
Aerial attacks
- All aerials have reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
- Neutral aerial:
- Neutral aerial's looping hits use five different hitboxes instead of four, which have altered angles (65°/125°/25°/160° → 48°/335°/220°/140°/130°) and set knockback values (70/70/20/20 → 50/30/30/30/65). This allows them to connect more reliably and reduces the blindspots around Dark Pit.
- The looping hits deal drastically less hitlag, making them harder to SDI out of.
- The looping hits have longer hitbox durations (1 frame → 2 frames).
- The last hit deals more damage (4% → 4.5%).
- Forward aerial:
- Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), allowing it to KO slightly earlier.
- The looping hits have larger hitboxes (1.5u → 2.3u).
- Back aerial:
- Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
- Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
- It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
- Up aerial:
- Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
- The last hit has different knockback values (5 base/270 scaling → 50/130), which compensate for its KO ability at higher percents, but increase its knockback at lower percents, improving its juggling ability.
- Down aerial:
- Down aerial's meteor smash sweetspot is larger (3u → 4u), making it easier to edgeguard with it.
- The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.
Throws and other attacks
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- Back throw:
- Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
- However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
- Back throw's speed is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.
- Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
- Up throw:
- Up throw has more ending lag (FAF 33 → 38).
- Down throw:
- Down throw has increased combo potential due to Dark Pit's faster jumpsquat and jump speed.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Silver Bow:
- Silver Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47).
- It deals considerably more damage (4.3125% → 5.5% (uncharged), 10.95% → 14% (fully charged)), making it far stronger compared to Palutena Bow.
- It launches at a lower angle (60° → 45°), allowing it to edgeguard more effectively.
- The arrows travel faster.
- It has received negative shield damage (0 → -2.2).
- Electroshock Arm:
- Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105).
- Electroshock Arm launches at a lower angle (43° → 40°), slightly improving its KO ability.
- The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
- Dark Pit's "Electroshock!" voice clip has been moved to when he summons the Electroshock Arm rather then attacking with it and he no longer consistently vocalizes.
- Additionally, he now uses both voice clips from using Power of Flight from Smash 4 whenever he strikes an opponent with the attack. Should he attack an opponent after saying "Electroshock!", he will remain silent.
- Power of Flight:
- Power of Flight can sweetspot edges from behind.
- Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
- It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
- Power of Flight now uses Dark Pit's charging and attacking voice grunts when using Electroshock Arm from Smash 4.
- Guardian Orbitars:
- Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.
- The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
- However, they gradually shrink the longer they are held out.
- Dark Pit Staff:
- Dark Pit Staff has drastically reduced knockback (50 base/100 scaling → 63/53), launching fighters a considerably shorter distance even from 0%, and no longer being one of the strongest in the game.
|Zero Suit Samus====Aesthetics===
- Due to the aesthetic used in Ultimate, Zero Suit Samus's model features a more vibrant color scheme. The material of her Zero Suit no longer looks homogeneous; her physique has been altered as well, with her figure now being leaner and more muscular and her bust being reduced. Most of her suit is now a lighter shade of blue with a matte texture, which matches her in-game design in Metroid: Samus Returns. Her eyes are a more vibrant green and less blue. Her skin is also paler.
- Zero Suit Samus has a new idle animation. She now holds the Paralyzer in a high ready position, similar to one of her idle poses and victory animations, and no longer bounces in place.
- Zero Suit Samus's walking and running animations have been altered slightly; she now bobs with each step.
- Zero Suit Samus propels herself forward using her jet boots when performing a forward roll.
- Zero Suit Samus now strikes a pose during her down taunt animation.
Attributes
- Like all characters, Zero Suit Samus's jumpsquat takes 3 frames to complete (down from 4).
- Zero Suit Samus runs significantly faster (2.1 → 2.31).
- Her initial dash is significantly faster (1.7 → 2.42), now being the fastest in the game.
- Zero Suit Samus walks slightly faster (1.4 → 1.47).
- Zero Suit Samus' air speed is slightly faster (1.2 → 1.26).
- Zero Suit Samus' traction is higher (0.07 → 0.116).
- Forward roll has less ending lag (FAF 28 → 27).
- Forward roll grants less intangibility (frames 4-15 → 4-12).
- Zero Suit Samus activates her Jet Boots during forward roll.
- Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
- Spot dodge has less ending lag (FAF 25 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 46).
Ground attacks
- Neutral attack:
- The first hit transitions faster into the second hit (frame 12 → 6), which transitions faster into the third hit (frame 10 → 6).
- The first and second hits have altered angles (92°/61° → 361°/180° (hit 1), 45° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks, and the first hit has gained a hitstun modifier, which is higher for the hitboxes closer to Zero Suit Samus (0 → 10/6/2). This allows the move to jab lock and connect more reliably overall.
- The first and second hits' hitboxes are placed lower (Y offset: 12u/11u → 10u (hit 1), 11u/10u → 9.5u/9.8u/10u (hit 2)), allowing them to hit opponents at low heights slightly more effectively.
- All hits have a higher hitlag multiplier (1× → 1.8×), giving opponents more time to SDI each hit and DI the last hit.
- The first two hits have a shorter hitbox duration (frames 1-2 → frame 1 (hit 1), 2-3 → 2 (hit 2)).
- The first and third hits have more ending lag (FAF 21 → 24 (hit 1), 32 → 35 (hit 3)).
- The first two hits no longer use set knockback (23/45 set/100 scaling → 20/15/10 base/50/33/20 scaling (hit 1), 34/50 set/100 scaling → 30/25/20 base/40/40/30 scaling (hit 2)), causing them to connect less reliably at high percents, without granting them jab cancel setups whatsoever.
- The first hit has an altered animation where Zero Suit Samus jabs at a slightly lower height, matching its changed hitbox positions.
- The first and second hit consist of three hitboxes instead of two, which are smaller (3u/3.8u → 2u/2.3u/2.5u (hit 1), 2.2u/2.8u/3.5u (hit 2)).
- The third hit has altered hitbox sizes (4.2u/3u → 4u/3.5u) and a consistent horizontal placement throughout (Z offset: 6u/2u (frame 3), 8.1u/1.1u (frame 4) → 8u/2u (frames 3-4)) This increases its range on the first active frame, but reduces its disjoint on the second active frame.
- Up tilt:
- The first hit deals less knockback (55/85 base/30/50 scaling → 40/57/30/40), and its aerial-only hitbox launches at a higher angle (150° → 138°), allowing it to connect better into the second hit.
- It no longer grants intangibility on Zero Suit Samus' legs, making it less effective as an anti-air.
- It no longer has anti-rebound properties. This prevents the second hit from hitting opponents after the first hit clangs, but can also prove beneficial by allowing Zero Suit Samus to escape subsequent attacks from opponents rather than remaining stuck in the move's ending lag.
- Down tilt:
- Down tilt has less ending lag (FAF 36 → 30). In combination with the increased shieldstun for ground attacks, this makes it safer on shield.
- It launches at a higher angle (60° → 70°). Coupled with the above change, this gives the move combo potential at low percents.
- It moves Zero Suit Samus a much shorter, almost negligible distance forward. This reduces its range, but improves its utility for spacing in combination with its lower ending lag.
- It has a different animation: Zero Suit Samus uses her left leg instead of her right.
- Dash attack:
- The innermost hitbox stretches downward (Y offset: 10u → 10u-5u), with the late hit's also being larger (4.1u → 4.5u), allowing it to hit opponents lying down more effectively.
- Forward smash:
- Forward smash's second hit can be angled, allowing her to both hit characters in the air more reliably when angled up, and hit smaller characters when angled down.
- It has less startup (frame 14, 27 → 13, 26).
- The first hit has different hitboxes for grounded and aerial opponents, with altered angles (45°/40°/38° → 60°/40°/38° (grounded)/45°/18°/16° (aerial)) and set knockback (50/68/72 → 35/68/72 (grounded)/38/60/67 (aerial)), allowing it to connect more reliably into the second hit.
- It has more ending lag (FAF 63 → 65).
- Zero Suit Samus doesn't move forward as much, especially during the second kick. This makes it harder to hit opponents from farther away.
- The second hit's hitboxes on Zero Suit Samus's leg have less knockback scaling (109 → 97), hindering their KO potential, especially in comparison to the hitbox on her foot.
- Up smash:
- The last hit has less base knockback (70 → 45), but much more knockback scaling (145 → 212). This greatly increases its KO power, no longer being one of the weakest up smashes in the game, and simultaneously improves its combo potential at low percents.
- Down smash:
- Down smash applies hitlag to Zero Suit Samus, reducing her advantage over the opponent.
- It has a lower hitlag multiplier (1× → 0.6×) and deals much less knockback (50/40 base/90/50 scaling → 0 base/90/85 scaling), significantly reducing its paralysis time. In combination with the aforementioned change, this greatly hinders its combo potential to the point it is unsafe on hit at low percents, with the sweetspot not leading into a jab until around 12%.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 16 → 10 (forward), 11 → 10 (back), 9 → 5 (up), 30 → 24 (down)).
- Forward aerial:
- Zero Suit Samus kicks at a slightly lower height, allowing her to hit grounded characters more easily at the start of a short hop.
- The first hit has different hitboxes against grounded opponents, which launch at a higher angle (361° → 50°) and have more base knockback (50 → 60), allowing it to connect better into the second hit.
- The first hit transitions faster into the second (frame 16 → 13).
- However, the move's total duration remains the same, increasing its ending lag.
- The second hit has less knockback scaling (116 → 104), hindering its KO potential.
- Back aerial:
- The sourspot is larger (2.5u → 3.5u), placed closer to Zero Suit Samus (X offset: 1.5u → -1u), and takes priority over the sweetspot. While this covers a blindspot on Zero Suit Samus' upper leg, it most notably makes the sweetspot harder to land, as the sourspot previously covered a very small space and was thus almost negligible.
- The move has a slightly altered animation: Zero Suit Samus is more upright while kicking and her left leg is more inward.
- Up aerial:
- Up aerial has slightly more ending lag (FAF 34 → 35). This hinders her ability to combo and juggle her opponents without landing, and makes successful ladder combos into Boost Kick much harder to pull off.
- Down aerial:
- Down aerial has less knockback scaling against grounded opponents (90 → 60), allowing it to connect better into the landing hit.
- The landing hitbox is larger (8u → 9u), extends farther horizontally (Z offset: -1u–1u → -1.5u–1u), and is positioned higher (Y offset: 6u → 7u). This improves its range, especially against opponents above or behind Zero Suit Samus, further helping it connect from the main hitboxes.
- The landing hit can combo into a forward aerial at low percents due to its increased range and the move's lower landing lag.
- Grab aerial:
- Grab aerial has less ending lag (FAF 60 → 50).
- It has a lower hitlag multiplier (1× → 0.7×).
- It causes the Plasma Whip to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
- It has less tether range.
- It deals consistent damage (3% early/6% clean → 5%). It is less than the previous clean hit, but more than the early hit.
- It has a different hitbox size inbetween the previous early and clean hits (2u (early)/4u (clean) → 3u).
- The Plasma Whip droops and lays on the ground during landing lag.
Throws and other attacks
- Grabs:
- All grabs have less ending lag, especially pivot grab (FAF 69 → 59 (standing), 72 → 67 (dash), 80 → 62 (pivot)).
- Standing grab has less startup (frame 16 → 15), and the hitbox on the Plasma Whip has a longer duration (frames 16-25 → 15-25).
- The changes to jostle mechanics prevent dash grab from whiffing when initiated too close to the opponent.
- Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
- Standing and dash grab's hitboxes at close range have a shorter duration (frames 16-19 → 15-17 (standing), 16-18 (dash)).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- Forward throw:
- Zero Suit Samus has a new forward throw: a kick to the opponent's chest.
- It releases opponents at a lower angle (45° → 33°), allowing it to set up tech-chases.
- It has less startup (frame 6 (hit 1), 8 (release) → 8, 9), giving the opponent slightly more time to DI.
- However, its total duration remains the same, giving it one frame less ending lag.
- It deals less damage on release (7% → 4%), with the first hit dealing more damage instead (2% → 5%), and only base knockback slightly compensated on the former (50 → 58). This makes it less effective for getting opponents offstage, but allows it to set up tech-chases for longer.
- It no longer uses an electric effect and SFX, instead using a neutral effect with kick SFX, but the first hit has a higher hitlag multiplier (1× → 1.5×).
- Back throw:
- The first hit has a larger hitbox (4u → 5u) that is placed higher (Y offset: 12u → 16u) and farther horizontally (Z offset: -12u → -14u), allowing it to hit bystanders more effectively.
- Up throw:
- Up throw deals much more knockback (80 base/60 scaling → 65/93), allowing it to KO under 170% without LSI.
- The first hit's hitbox follows Zero Suit Samus' leg instead of remaining static in front of her, allowing it to hit bystanders above her more effectively.
- Down throw:
- Down throw has less startup (frame 26 (hit 1), 28 (release) → 20, 22).
- It deals more damage (2% (hit 1), 3% (throw) → 4% (both); 5% total → 8%).
- It takes longer to interrupt (FAF 46 → 52), significantly increasing its ending lag in combination with its faster startup. This completely removes its guaranteed followups, no longer being Zero Suit Samus' most reliable combo starter, to the point it has gone from one of her best moves, to arguably becoming her worst, and is her least useful throw.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Paralyzer:
- Paralyzer's shots scale in damage and paralysis time as they are charged, rather than only changing when fully charged.
- Uncharged shots paralyze opponents for roughly half as much time unless they are hit at point-blank range, weakening their setups.
- The shots are more orange in color.
- Plasma Whip:
- Plasma Whip's second and last hits deal more damage (1.2% → 2% (hit 2), 7.5% → 8% (last hit)), and it deals an additional hit of 1.2% damage on the same frame as the second hit. This moderately increases its total damage (13.1% → 15.6%).
- All hits have larger hitboxes (4u/2.5u (hit 1), 2.8u (hit 2), 3.2u (hit 3), 3.5u (hit 4), 4.6u (hit 5) → 4u/3.5u (hit 1), 4u (hit 2), 3.5u (hit 3), 3.7u (hit 4), 4u (hit 5), 6u (hit 6)).
- The first five hits use different angles (30°/10° → 20°/10° (hit 1), 10° (hits 2-4) → 17° (hits 2-3), 15° (hits 4-5)) and set knockback (100/60 base/30/70 scaling → 50/80 set/100 scaling (hit 1), 60 base/65 scaling (hits 2-4) → 80 set/100 scaling (hit 2), 60/100 (hit 3), 65/100 (hit 4), 60/95 (hit 5)), allowing them to connect more reliably.
- The last hit has less startup with a longer duration (frames 32-34 → 31-35).
- The last hit launches at a lower angle (60° → 55°), and deals much more knockback (45 base/105 scaling → 47/138) on top of its increased damage. This significantly increases its power to the point it can KO at around 135% from the center of Final Destination if all hits connect (comparing to the previous version not KOing until around 195%), restoring most of its utility from Brawl and giving Zero Suit Samus another reliable finisher.
- A different variation of the attack can be used by holding the special move button throughout it, which has Zero Suit Samus swing the Plasma Whip back and above her, instead of releasing a spark from its tip. This variation has more ending lag (FAF 56 → 63), and replaces the last hit with four hits (frames 31-35 → 31-32, 37-38, 42-43, 46-47) that use the electric effect and deal 4% each (though they cannot feasibly link into each other), launching opponents vertically (107°/95°/80°/75°) with different knockback (98 base/62 scaling) and a hitstun modifier of 4. This allows it to set up opponents for juggles, with the later hits having true combos into aerial attacks, and gives it anti-air properties.
- Boost Kick:
- The aerial version's first hit and both versions' subsequent hits have lower set knockback (150 → 130 (hit 1, aerial), 110 → 50 (hits 2-5), 16/12 (hit 7) → 12/10 (hit 6, grounded), 10/16 (hit 6, aerial)), and the second to fifth hits use the autolink angle (87° → 367°), allowing them to connect more reliably.
- The last hit has less startup (frame 36 → 32).
- It has more landing lag (23 frames → 30).
- It hits seven times instead of eight, with the previous sixth hit being removed, dealing less total damage as a result (16.8% → 15.5%). The new sixth hit has more startup to compensate (frame 24 → 26).
- The grounded version's first hit has lost its farthest hitbox, reducing its range to the point Zero Suit Samus has to be right next to the opponent in order for it to connect. This worsens its effectiveness as an out of shield option.
- The aerial version's last hit has less knockback scaling (209 → 184), causing it to KO roughly 25% later than the grounded version unless it is used close to the top blast line.
- The move no longer experiences RCO lag.
- Flip Jump:
- Flip Jump travels slightly faster and has less ending lag (FAF 50 → 39).
- The manual kick can be inputted earlier (frame 19 → 14).
- The footstool stomp has much less ending lag in the air (FAF 85 → 60), and bounces Zero Suit Samus a shorter distance upward, allowing her to reach opponents sooner after they are buried.
- It can no longer be ledge canceled.
- The flip no longer grants intangibility on Zero Suit Samus's head, legs and feet for its entire duration after the full intangibility on frames 3-12 ends.
- The kick has a shorter duration (frames 9-14 → 9-12).
- The footstool stomp's burying hitbox deals much less knockback (60 base/100 scaling → 10/90), significantly hindering its followup potential, no longer possessing KO setups until very high percents if the opponent mashes fast enough.
- The kick uses the "small" kick sound effect on hit rather than the "large" one.
- Final Smash:
- Zero Suit Samus has a new Final Smash, Zero Laser. She summons her gunship, but temporarily dons her Varia Suit (using the same model as the playable version) and fires a single, long-lasting laser from the top of the ship, similarly to Aura Storm. The players choose where to aim the laser with a targeting reticle.
- Zero Laser deals significantly increased damage compared to a single laser (0.8% loop hits/10% last/17.2% total → 1.2%/1.6% loop hits/20%/25% last/51.2%-66.6% total), and the last hit has much higher knockback, making it more powerful.
- Zero Laser only has a single use compared to Gunship's maximum of five shots, making it deal less total damage if all hits connect (86% → 66.6%). The last hit also has a delay before being fired, meaning the Final Smash can miss. This makes it less versatile and consistent.
|Wario====Aesthetics===
- Wario's appearance is largely the same as it was in SSB4, though his model features a more vibrant color scheme. Similarly to his appearance in Brawl, his clothing and hair features subtle detailing.
- Like Mario and Luigi, Wario's overalls in his classic outfit have greater denim detailing; they are also a brighter shade of purple, more closely resembling his appearance in the Mario and Wario series.
- Wario's alternate costumes have been re-ordered; his classic outfit now occupies his even-numbered costumes instead of the second half, similar to Cloud.
- In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.
- Down taunt has a more comical, "poppier" animation, and is much faster. Wario also now vocalize faster as Luigi's up taunt.
- Air dodge and footstooled animations have changed. Additionally, Wario fully closes his eyes while asleep.
- Wario's left-inputted victory pose now begins with him walking forward for the victory animation before patting his belly, then farting. He also keeps a shocked expression throughout, and takes slightly longer to sniff and scratch his head.
- Wario's Palutena's Guidance conversation has slightly been modified (see here).
Attributes
- Like all characters, Wario's jumpsquat animation takes 3 frames to complete (down from 6).
- Wario runs faster (1.5 → 1.65).
- Wario's initial dash is significantly faster (1.3 → 1.837).
- Wario walks slightly faster (0.847 → 0.889).
- Wario's air speed is higher (1.21 → 1.271).
- Wario's gravity is higher (0.092 → 0.107). This allows him to land more safely, but worsens his vertical endurance and reduces his jump height.
- Wario's traction has increased (0.07 → 0.106), improving his ability to punish out of shield. However, it is much lower relative to the cast, going from the 3rd highest to the 42nd highest.
- Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 51).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 14 → 11).
- The first hit has altered angles (55°/72° → 361°) and knockback (45/38 base/50/40 scaling → 40/38 base/20 scaling) to keep opponents on the ground and closer to Wario, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock.
- The first hit has three hitboxes instead of two, with the existing ones being smaller (4u/5u → 2.2u/2.2u/2.8u), and they are placed farther horizontally (Z offset: 5u/10u → 7u/9.2u/12u). While this reduces its vertical range, it increases its horizontal range and gives it more favorable hitbox placements overall.
- The second hit's farthest hitbox follows Wario's hand instead of covering a static area, increasing its vertical range.
- Both hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The second hit's hitbox on Wario's shoulder has been removed; however, the hitbox on his arm has been moved closer to compensate (Z offset: 8u → 6u).
- Forward tilt:
- Wario has a new forward tilt: a heavy-handed slap.
- It deals more knockback (22 base/98 scaling → 20/102), allowing it to KO slightly earlier.
- It consists of only two hitboxes instead of four, but they are placed farther apart from each other (X offset: -3u/0u/1u/1.8u → -0.5u/2.3u), and the sweetspot is larger (5.5u → 5.7u). Additionally, Wario no longer keeps his arm in front of him after the hitboxes cease. As a result, the move has more favorable hitbox placements overall, with more horizontal range and disjoint.
- The sourspot deals more damage when the move is angled down (10% → 11%), matching the other angles.
- The sweetspot deals consistent damage across every angle (13% (not angled)/14% (angled up)/12% (angled down) → 13%). This reduces the angled up variant's KO potential, but improves the angled down variant's.
- Up tilt:
- Up tilt has less startup (frame 12 → 8) and ending lag (FAF 36 → 28). In combination with Wario's faster jumpsquat, this greatly improves its combo potential, even allowing it to chain into itself.
- The clean hit's body hitbox has increased horizontal range (Z offset: 0 → -1.5 - 1.5) and launches at a higher angle (92° → 95°), allowing it to better hit grounded opponents at Wario's sides and lead into subsequent up tilts.
- The late hit deals more knockback (30 base/50 scaling → 20/120) and launches at a higher angle (80° → 90°), granting it situational KO potential at very high percents, without hindering its combo potential due to the move's reduced ending lag.
- It deals less damage (10% → 6% (clean), 6% → 5% (late)).
- It no longer grants intangibility on Wario's head or arms.
- The clean hit has altered knockback, which does not fully compensate for its reduced damage (65 base/74 scaling → 28/130). This moderately reduces the move's KO potential, but further improves its combo potential when coupled with the aforementioned changes, granting it a KO setup into a half charged or fully charged Wario Waft at mid to high percents.
- Dash attack:
- Wario has a new dash attack: his "Shoulder Tackle" Dash Attack from the Wario Land series, which was previously the basis of his forward smash in Brawl.
- It deals more damage (7% → 11% (clean), 4% → 5% (late)) and knockback, with the late hit no longer having set knockback (80 base/70 scaling (clean), 50 set/100 scaling (late) → 60 base/97 scaling). This significantly improves the clean hit's KO potential, allowing it to KO at around 145% from the center of Final Destination, making it one of the strongest dash attacks in the game.
- It provides more forward momentum, effectively increasing its horizontal range, despite the hitboxes being smaller (4.5u/4u → 4u/4u (clean), 4u/3u (late)) and located closer to Wario (Z offset: 6u/11u → 5.8u/2u (clean), 6u/9u → 4.8u/2u (late)).
- The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 4-5 (clean)/6-23 (late) → 5-8/9-23).
- The move has one frame more startup (frame 4 → 5).
- The clean hit has a sourspot on Wario's body that deals less damage (7% → 5%), although it is outprioritized by the sweetspot.
- The late hit launches at a different angle (180° → 70°), matching the clean hit.
- The late hit no longer has a 100% trip chance, and in combination with its altered angle and knockback, it can no longer trip opponents in any capacity whatsoever. This removes its setup potential.
- The late hit has a lower hitlag multiplier (1.2× → 1×).
- Forward smash:
- Forward smash deals more damage (19% → 20%).
- It has less knockback scaling (99 → 93), marginally reducing its KO potential despite its higher damage.
- Wario's fist enlarges more, although this does not give the move more range. Both of his feet remain on the ground when he punches, only lifting the back leg after the blow.
- Up smash:
- Up smash's clean hit deals more damage (16% → 17%), with only base knockback compensated (40 → 35), marginally improving its KO potential.
- The late hit has less base knockback like the clean hit (40 → 35), hindering its KO potential.
- Down smash:
- Down smash has less ending lag (FAF 68 → 62).
- The clean hit has a lower hitlag multiplier (1× → 0.85×), making it slightly harder to DI.
- The clean and mid hit's hitboxes have been extended horizontally, and have varying horizontal offsets throughout the move instead of a static one. This increases the move's horizontal range and disjoint.
- The late hit has a marginally bigger hitbox (2.5u → 2.6u).
- Wario has a surprised facial expression when using down smash.
Aerial attacks
- All aerials have less landing lag (12 frames → 7 (neutral, up), 16 → 10 (forward), 27 → 16 (back), 19 → 18 (down)).
- Neutral aerial:
- Neutral aerial has less ending lag (FAF 50 → 46).
- It auto-cancels one frame earlier (frame 44 → 43).
- Both hits deal slight shield damage (0 → 0.7).
- The first hit's body hitbox is much larger, and it has gained two additional hitboxes for Wario's respective hands (3u → 4.5u/3u/3u). This significantly increases its range all around, improving its utility for approaching.
- The first hit has a significantly longer duration (frame 4 → frames 4-17), with a late hit on frames 13-17 that deals 3% if Wario's arms hit; the second hit has more startup instead (frame 15 → 20). This covers a large part of the gap between it and the second hit, further improving its utility as an approach option.
- The second hit has more startup with a shorter duration (frame 15-38 → 20-42), causing it to connect less reliably from the first hit's early frames at low percents.
- However, combined with the aforementioned changes, this further reduces the move's ending lag to only three frames, and allows it to auto-cancel immediately after the hitboxes cease. This considerably improves its combo potential on all accounts.
- The second hit has a stronger late hit during frames 27-42, dealing 5% damage. While this also increases its knockback, the move still has improved combo potential due to its lower ending and landing lag.
- The first clean hit deals slightly less damage (6.5% → 6%).
- The second hit has a smaller hitbox (4.5u → 3.5u).
- Back aerial:
- Wario's head enlarges slightly less during the move, but the hitbox placements remain unchanged, slightly increasing its disjoint and making it safer to use.
- It deals more knockback (20 base/100 scaling → 21/106), improving its KO potential.
- Its initial auto-cancel window is one frame shorter (frames 1-5 → 1-4).
- Down aerial:
- Down aerial has a slightly different animation, with Wario putting his arms around his head, and his hands together in a diving pose.
Throws and other attacks
- Grabs:
- All grabs are active for three frames instead of two.
- They have increased horizontal range (Z2 offset: 9.3u → 10.3u (standing), 11.3u → 12u (dash), -15.8u → -15.9u (pivot)).
- They have more ending lag (FAF 30 → 36 (standing), 37 → 44 (dash), 35 → 39 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 11 (dash), 12 (pivot)). As a result, Wario no longer has the same startup for all his grabs, nor has the fastest pivot grab in the game.
- Wario's hand is placed lower when grabbing an opponent.
- Pummel:
- Pummel deals less damage (2% → 1.6%).
- It has much less startup (frame 5 → 2) and ending lag (FAF 19 → 8), but deals considerably more hitlag (4 frames → 15), keeping its effective duration unchanged. Relative to the rest of the cast, Wario's pummel is now among the slowest but most damaging, rather than average on both accounts.
- Wario's finger points slightly higher when pummeling the opponent.
- All of Wario's throws have been altered with more exaggerated animations.
- Forward throw:
- Forward throw consists of a hitbox before the throw, like back throw in Brawl, allowing it to hit bystanders. Its total damage remains unchanged (12% → 4% (hit 1), 8% (throw)).
- The throw portion's knockback scaling has not been fully compensated for its lower damage output (65 → 70). This significantly hinders its KO potential, no longer being one of the strongest forward throws in the game.
- While the move's lag remains the same, it inflicts hitlag due to the new hitbox, making it easier to DI.
- Up throw:
- Due to Wario's faster jumpsquat, up throw has gained utility as a combo starter, with followups into up aerial from low to mid percents.
- The throw portion deals less damage (7% → 4%; 11% total → 8%).
- The throw portion has more knockback scaling (72 → 105), allowing it to KO slightly earlier despite its lower damage.
- Down throw:
- The throw portion deals more damage (4% → 7%; 8% total → 11%).
- It has a more forceful animation, with Wario clenching his fists upon contact, better resembling the Ground Pound from the Wario Land games.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Chomp:
- Both biting opponents and eating projectiles now heals Wario; the former heals him by 0.6% per bite, while the latter does by 1%, like eating non-explosive items.
- The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.
- It has less ending lag after eating a projectile (FAF 36 → 26).
- The explosion from eating explosive items has less startup (frame 18 → 17), with its total duration reduced as well (FAF 73 → 72).
- Eating explosive items deals less recoil damage (5% → 3%).
- It has more ending lag if it misses (FAF 38 → 42).
- It no longer grants intangibility on Wario's head.
- Wario Bike:
- A thrown bike deals much more knockback, capable of launching opponents a fair distance and KOing at high percents.
- The wheelie slam comes out faster, to where it can hit opponents as soon as the bike drops down, allowing it to hit aerial opponents more easily.
- The start of the wheelie deals slightly more damage (8% → 8.3%).
- After the bike is destroyed or disappears, it has a cooldown of six seconds before it can be used again.
- The bike no longer bounces as much when thrown, giving fewer options as a projectile.
- Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.
- Wario gets thrown forward and put into tumble if he hits a wall whilst riding the bike.
- The bike releases smoke and sparks to signify how much damage it has taken.
- Wario continually pumps his fist while performing a wheelie with the bike.
- Corkscrew:
- The looping hits use five hitboxes instead of a single one, which are smaller (6.5u → 3u/4u/4u/4u/4u), but spread farther around Wario (Y offset: 11u → 6u/7u/7u/13u/13u, Z offset: 0u → 1u/4u/-3u/4u/-3u), increasing their range.
- Both the first hit and looping hits have altered angles (85°/115°/85°/105° → 127° (first hit), 104° → 80°/105°/115°/105°/115° (looping hits)) and are weight-independent, and the latter also have a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.5× → 0.3×). This allows them to connect more reliably.
- The looping hits' hitboxes deal different damage each (1% → 1%/1.2%/1.3%/1.4%/1.5%). This increases its total damage output, although it is much more inconsistent as a result.
- The last hit no longer have two separate hitboxes on each of Wario's hands, instead having one hitbox that extends between them. The body hitbox is also larger (4u → 5u) and placed lower (Y offset: 8u → 7u). Altogether, this increases the last hit's range, especially above Wario.
- The last hit's hand hitbox has a lower hitlag multiplier (2.5× → 2×).
- The last hit is weight-independent, hindering the move's KO potential against lighter targets, but improving it against heavier ones.
- Wario's hands no longer expand for the last hit.
- Wario Waft:
- Wario Waft's fart cloud's visual effects have been redone.
- Wario turns away from the screen when executing a fully charged Wario Waft.
- A fully charged Waft triggers Special Zoom.
- Wario-Man:
- Wario-Man has been significantly overhauled. Instead of a transformation, it is a cinematic Final Smash where Wario dashes forward, hitting caught opponents several times in a comic book style and launching them away at the end, similar to Stampede!.
- Wario-Man is significantly less effective overall, no longer giving Wario access to a stronger version of himself with invincibility and extremely fast attacks, instead limiting him to a ramming attack that has merely average power and is much easier to avoid.
- Wario once again vocalize "Oooooh..." at the end of move like in Brawl, though it now plays during the final hit of cinematic rather than the deactivation itself.
- As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.
|Snake====Aesthetics===
- Due to the game's graphical improvements, Snake has a sleeker design, and his overall color scheme is more vibrant. His body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana. His pupils are also smaller. Altogether, these changes make Snake closely resemble his official artwork for Metal Gear Solid: The Legacy Collection.
- Snake has two additional alternate costumes, increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from Metal Gear Solid 4: Guns of the Patriots. The other is a lighter green costume resembling the leaf camouflage from Metal Gear Solid 3: Snake Eater.
- Snake's idle animation has been altered. His upper body has been turned to face more towards the screen and stands more upright instead of slouching.
- The majority of Snake's animations are more fluid and polished.
- Snake always speaks during his on-screen appearance.
- Snake uses one of his attacking voice clips (or stays silent) when using a smash attack with battering items rather than the voice clip from his forward smash in Brawl.
- Snake's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
- Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.
- Snake has a new victory animation. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of Metal Gear Solid 4: Guns of the Patriots when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from Brawl.
- Due to his absence in SSB4, Snake now has a Boxing Ring title and a Palutena's Guidance conversation.
Attributes
- Like all characters, Snake's jumpsquat animation takes 3 frames to complete (down from 9), the biggest difference out of the cast. This greatly improves his ground-to-air transitioning.
- Snake walks faster (0.84 → 0.882).
- Snake runs much faster (1.35 → 1.595).
- Snake's initial dash is significantly faster (1.1 → 1.76), no longer being the second slowest. This noticeably improves his mobility on the ground.
- Snake's air speed is faster (0.94 → 0.987), although it is significantly slower relative to the cast, going from the 19th highest out of 38 characters to the 59th highest out of 81 characters.
- Snake's fast falling speed is much higher (2.422 → 2.768).
- Snake's traction is significantly higher (0.0542 → 0.116) going from the 25th highest to the 16th highest.
- Snake is considerably lighter (113 → 106), going from 3rd heaviest in Brawl to tied for 16th in Ultimate, worsening his endurance especially vertically when combined with the removal of momentum canceling and the general changes to vertical knockback.
- The removal of chain grabbing noticeably improves Snake's endurance against certain characters.
- The changes to hitstun canceling both help and hinder Snake. While they leave him much more susceptible to combos (even with his reduced weight) and make his bomb recovery easier to punish, they also grant him setups from his projectiles into his direct attacks, most notably his highly damaging neutral aerial and down aerial. Due to Hand Grenades coming out on frame 1, they also give Snake one of the best combo breaking abilities out of the cast, compared to air dodges and aerial attacks having previously been the fastest options out of hitstun for every character.
- Forward roll has less ending lag (FAF 36 → 31).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 34 → 36).
- Spot dodge has more startup with less intangibility (frames 2-20 → 3-17), and more ending lag (FAF 26 → 27).
- Air dodge grants less intangibility (frames 4-29 → 4-28) and has more ending lag (FAF 40 → 48).
- The reintroduction of directional air dodges improves Snake's recovery more than other characters', as due to Cypher not causing helplessness, he can get additional distance with a directional air dodge after using it.
- All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile, and C4) can be absorbed.
Ground attacks
- Neutral attack:
- The first hit transitions slightly faster into the second hit (frame 7 → 6).
- The first hit's outermost hitboxes launch opponents towards Snake (80°/88°/80° → 180°), allowing it to connect and lock opponents more reliably from far distances.
- The third hit has less startup lag (frame 10 → 8).
- All hits deals less damage (4% → 2.5% (hit 1), 3% → 2.5% (hit 2), 7% → 6% (hit 3)), with the latter also dealing significantly less knockback (60 base/115 scaling → 70/58). Combined with its reduced damage output, it is no longer the strongest neutral attack in the game, and no longer KOs until around Sudden Death percents.
- All hits have noticeably smaller hitboxes (4u/3.5u/5.5u/3.5u → 1.9u/2.1u/2.3u/2.3u (hit 1), 3.7u/3.5u/5u/3.5u → 2.6u/2.6u/3.5u (hit 2), 4u/6.5u/4u/4u → 3.3u/3.8u/4.3u (hit 3)).
- All hits have a higher hitlag multiplier (1× → 1.6× (hits 1-2), 1.8× (hit 3)), giving opponents more time to DI the last hit; however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
- The first two hits no longer use set knockback, and instead have less base knockback (30/20 set/100 scaling → 25/20/26/20 base/25/20 scaling (hit 1), 20 set/100 scaling → 28/25/28/25 base/25 scaling (hit 2)), causing them to connect less reliably at higher percents, while hindering the first hit's jab cancel setups until high percents.
- The third hit has a shorter hitbox duration (frames 10-13 → 8-9), and its total duration was not compensated for its faster startup, increasing its ending lag.
- Forward tilt:
- Both hits have smaller hitboxes (7u/6u/5u → 4.5u/4.5u (hit 1), 6u/7u/5u/6.5u → 4.5u/6u/6u (hit 2)).
- The first hit and the second hit's grounded sweetspot deal less damage (8% → 4% (hit 1), 12% → 11% (hit 2)), hindering the second hit's KO potential.
- The first hit launches grounded opponents at a higher angle (275°/361° → 78°), and has less knockback compared to the previous sourspot, but no longer has set knockback compared to the previous sweetspot (50/30 base/20/0 set/75 scaling → 42 base/0 set/10 scaling). As the sweetspot was larger than the sourspot and outprioritized it, this causes the first hit to connect less reliably into the second hit against grounded opponents overall, despite gaining a hitstun modifier of 2, and removes its ability to trip and lock opponents.
- This also means that the second hit's grounded sweetspot can no longer connect after the first hit, further worsening its KO potential.
- Against aerial opponents, it launches at a higher angle (361° → 65°), and deals much less knockback (50 base/100 scaling → 20/10) with a hitstun modifier of 2, but the resulting hitstun is no longer enough for it to true combo into the second hit until high percents. This allows aerial opponents to jump or air dodge out of the second hit, and removes the first hit's individual KO potential against them.
- The first hit has a higher hitlag multiplier (1× → 1.6×), giving opponents more time to DI the second hit.
- The second hit has more startup (frame 6 → 8) and ending lag (FAF 31 → 40). This causes it to hit one frame later after the first hit, despite its marginally faster transition (frame 11 → 10).
- The second hit's sourspot takes priority over the sweetspots.
- The second hit has more base knockback, but less knockback scaling (55 base/80 scaling → 85/62).
- Up tilt:
- Up tilt deals more damage (13% → 14.5% (clean), 12% → 13.5% (late)), with the clean hit's knockback compensated (55 base/95 scaling → 65/82). In combination with the increased shieldstun and more limited out of shield options, this makes it noticeably safer on shield.
- The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 6-7/8-13 → 6-8/9-13).
- The late hit launches opponents at a higher angle (84° → 95°), and its knockback was not fully compensated for the increased damage (45 base/95 scaling → 50/88), slightly improving its KO potential.
- Up tilt has much smaller hitboxes (6u/5u/5u (clean) → 3.5u/2.5u/2.5u (clean, frames 6-7), 7u/5u/6u (late) → 5u/3u/3u (clean, frame 8; late)), and the clean hit's hitboxes are not placed as far (Z offset: 12u/4u/7.5u → 7u/4u/2.5u (frame 6), 10u/5u/2.5u (frame 7), 0u/0u/0u (frame 8)). This drastically reduces its infamously disjointed horizontal range, to the point opponents have to be close to Snake in order for the move to connect.
- Down tilt:
- Down tilt has less ending lag (FAF 35 → 31).
- It deals more damage (10% → 12%). Combined with its reduced ending lag and the shield changes, this makes it significantly safer on shield.
- It has a shorter hitbox duration (frames 6-9 → 6-7).
- It deals drastically less knockback (50 base/100/110/100 scaling → 60 base/62 scaling), no longer KOing until very high percentages, despite its increased damage.
- The hitbox covering Snake's body has been removed.
- Dash attack:
- The changes to jostle mechanics allow dash attack to connect more reliably at point-blank range, as Snake can no longer run through his opponents.
- The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 5-6/7-12 → 5-8/9-12).
- The clean hit has much more base knockback, but much less knockback scaling (50 base/85 scaling → 95/45), greatly hindering its KO potential.
- The clean hit launches opponents at a lower angle (65° → 45°), which alongside its higher base knockback allows it to set up edgeguards more effectively.
- The Gatling Combo can no longer be performed, hindering dash attack's damage racking ability.
- The late hit has less knockback scaling (85 → 75).
- Smash attacks:
- The voice clips for Snake's smash attacks have been swapped around. His forward smash uses his previous down smash's clip, his up smash uses his previous forward smash's clip, and his down smash uses his previous up smash's clip.
- Forward smash:
- Forward smash has less ending lag (FAF 80 → 74).
- It deals less knockback (100 base/60 scaling → 66/75), reducing its KO potential despite its higher knockback scaling, especially at the edge.
- Snake no longer vocalizes consistently when using the move, and he does so after it has been performed, rather than before. It has additionally gained a new "clicking" sound effect.
- Up smash:
- Up smash's mortar shell no longer follows a random trajectory, instead always arcing slightly towards Snake's front. While this removes its ability to hit opponents behind Snake, it most importantly improves its consistency, allowing it to be used more effectively for disrupting approaches and edgeguarding.
- The move's sound effects are more realistic, replacing the previous move's distinctive "bloop" sound.
- The mortar shell deals more damage (10% → 14%) with knockback not fully compensated (90 base/67 scaling → 87/60), improving its KO potential.
- The mortar shell travels slightly higher when uncharged.
- Due to the changes to hitstun canceling, opponents can no longer air dodge the mortar shell after the first hit, and due to the weakening of DI, they can no longer get out of its range as effectively, allowing it to connect more reliably.
- Snake takes longer to act out of up smash (FAF 52 → 55).
- The removal of DACUS significantly hinders its approach potential.
- The first hit has smaller hitboxes (8u/8u → 5u/5u) that are not placed as far horizontally (Z offset: -2u/8u → 1u/7u), decreasing its overall range especially horizontally, despite the hitboxes now extending vertically (Y offset: 4u → 4u-6u).
- The mortar shell has more startup (frame 29 → 35).
- However, since the move's total duration was not fully compensated, this reduces its ending lag.
- Down smash:
- Snake has a new down smash: rather than setting up a landmine, he kicks to his frontside, then his backside, similar to Zelda's down smash.
- As a result, the Infinite explosion glitch is no longer possible to perform.
- It has dramatically less startup (frame 61 (setup), 132 (explosion) → 8 (hit 1), 20 (hit 2)) and a shorter total duration (FAF 77 → 45), and launches at a semi-spike angle (88° → 25° (hit 1), 20° (hit 2)), making it much more useful as a close range attack and granting Snake another potent edgeguarding tool.
- Due to functioning as a sweeping down smash rather than hitting both sides simultaneously, it can connect both hits at low percents if the opponent is launched backward by the first hit, racking up much more damage (14% → 26%).
- It can affect aerial opponents, and no longer damages Snake.
- Due to being a direct attack instead of a projectile, Snake can no longer set up an additional trap with his down smash to complement his other projectiles, removing its utility as a neutral and stage control tool, as well as its followup ability. As a result, it is generally much more situational.
- Both hits have an immensely shorter hitbox duration than the previous landmine's detector (≈24 seconds → frames 8-10 (hit 1), 20-22 (hit 2)).
- Both hits have smaller hitboxes than the landmine's explosion (5u/5u/5u → 4u/3.3u).
- The first hit deals less damage than the landmine (14% → 12%).
- It has altered knockback (90 base/58 scaling → 30/87 (hit 1), 30/88 (hit 2)), weakening the first hit's KO potential compared to the landmine, but strengthening the second hit's.
- Snake has a new down smash: rather than setting up a landmine, he kicks to his frontside, then his backside, similar to Zelda's down smash.
Aerial attacks
- All aerials have less landing lag (30 frames → 16 (neutral), 30 → 19 (forward, back), 22 → 15 (up), 30 → 20 (down)).
- Neutral aerial:
- The hits after the first have less startup (frame 22/34/44 → 18/26/36), with its total duration reduced as well (FAF 68 → 60), allowing it to land all hits in a short hop.
- The first three hits use the autolink angle against aerial opponents (120°/60°/100°/75° (hits 1-2), 260°/280°/100°/75° (hit 3) → 367°/90°) and have more consistent set knockback (5/5/40/40 (hits 1-2), 10/10/70/70 (hit 3) → 30/50). Combined with the weakening of SDI and the hits' faster startup, this allows them to connect much more reliably.
- Due to the move's reduced landing lag, the first three hits can set up into other attacks against grounded opponents if Snake lands as soon as possible after any of them hits.
- All hits deal less damage (6% → 3% (hit 1), 5% → 3% (hit 2), 4% → 3% (hit 3), 13% → 12% (hit 4); 28% total → 21%). The last hit also deals much less knockback (45 base/95 scaling → 25/90), greatly hindering its KO potential, no longer being the strongest neutral aerial in the game (although it remains among the strongest).
- All hits except the last have a shorter hitbox duration (4 frames → 2).
- All hits have smaller hitboxes (5u/5u/5u/5u → 4u/4u (hits 1-3), 9u → 7.5u (hit 4)) that do not cover as much space vertically (Y offset: 14u/14u/2u/2u (hits 1-3) → 7u/7u (hit 1), 9u/9u (hits 2-3), 13u → 11u (hit 4)) and horizontally (12u/2u/12u/2u → 4u-11u (hits 1-3), 11u → 7u (hit 4)), significantly reducing the move's range.
- Forward aerial:
- The removal of meteor canceling improves sweetspotted forward aerial's reliability for edgeguarding.
- The changes to hitstun canceling combined with the move's reduced landing lag grant the sweetspot combo potential onstage from low to mid percents.
- It deals less knockback (40 base/100 scaling → 35/90), hindering its KO potential, although its sweetspot remains one of the strongest meteor smashes in the game.
- It grants Snake a weaker vertical boost (1.2 → 0.8), making it riskier to use offstage and removing its ability to auto-cancel in a full hop.
- The sourspot is noticeably smaller (6.5u → 4.7u).
- Back aerial:
- Back aerial can now auto-cancel before its animation ends (frame 43 → 40), although it remains unable to auto-cancel in a short hop.
- The clean hit's sweetspot is placed on Snake's feet rather than his legs (Z offset: -11u/-5.5u/0u → -4u/-10u). This gives it a more favorable placement, allowing the move to be spaced more effectively, and making the sweetspot easier to land without getting outprioritized by the sourspot.
- It deals much less knockback (40 base/90 scaling → 42/43 base/72 scaling (clean), 25/100 → 25/85 (late)), no longer being one of the strongest back aerials in the game.
- It has smaller hitboxes, and the hitbox on Snake's back has been removed (5.4u/5.7u/4u → 4.5u/5.4u (clean), 5u/5u/4u → 4.3u/5u (late)).
- The late hit has gained a sourspot on Snake's legs akin to the clean hit, which deals less damage (10% → 9%).
- However, coupled with its reduced knockback, this allows it to lock opponents for longer.
- Up aerial:
- The changes to hitstun canceling combined with the move's reduced landing lag grant it some combo potential from low to mid percents.
- The clean hit has more base knockback, but much less knockback scaling (40 base/95 scaling → 65/72), hindering its KO potential.
- The late hit has less knockback scaling (100 → 95).
- It has much smaller hitboxes (6u/6u/6u → 4u/4u/4u), and they are placed higher (Y offset: 10u/15u/20u → 15u/18u/21u). While it has marginally longer range above Snake as a result, it also has much shorter frontal range and no longer covers his upper body, making it harder to connect against grounded opponents.
- It has an altered animation, with Snake flipping forward before the kick rather than backward.
- Down aerial:
- Down aerial auto-cancels earlier (frame 60 → 53).
- The hits after the first have less startup (frame 14/25/36 → 10/17/25).
- However, the move's total duration remains the same, increasing its ending lag.
- Snake gains a significant vertical boost after performing the final kick (0 → 1.2), allowing the move to auto-cancel in a short hop combined with its faster auto-cancel window, and increasing its safety offstage.
- The first three hits have lower set knockback (50 (hit 1), 60 (hit 2), 80 (hit 3) → 50/35/25 (all)), and the uppermost hitbox launches at a more horizontal angle (80° → 70°). Combined with the weakening of SDI and the hits' faster startup, this allows them to connect much more reliably.
- All hits deal less damage (6% → 4% (hit 1), 5% → 3% (hits 2-3), 12% → 10% (hit 4); 28% total → 20%). The last hit also has much less knockback scaling (110 → 80), significantly hindering its KO potential.
- It has noticeably smaller hitboxes, with the last hit also having one of its hitboxes removed (6u/7u/7u (hits 1-2), 7u/8u/8u (hits 3-4) → 5.5u/5.5u/4.5u (hits 1-3), 7u/6u (hit 4)).
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 30 → 35 (standing), 40 → 43 (dash), 30 → 38 (pivot)).
- All grabs have smaller hitboxes (4.5u/3.5u (standing), 4.5/3.5u/3.5u (dash, pivot) → 4u/2u).
- The changes to aerial grab releases heavily hinder Snake, as he no longer has any guaranteed follow ups out of an aerial grab release (such as dash attack or a regrab) outside of his explosives.
- The speed of forward, back and up throws is no longer weight-dependent.
- Pummel:
- Pummel deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 18 → 7), shortening its effective duration.
- It deals less damage (2% → 1.3%).
- It has a quieter animation, with Snake not yanking the opponent backward as much.
- Forward throw:
- Forward throw has less startup (frame 26 → 21), with its total duration reduced as well (FAF 45 → 40).
- It has a different ending animation, where Snake poses with his arms out.
- Back throw:
- Back throw has more startup (frame 17 → 20), making it easier to DI.
- However, it has a shorter total duration (FAF 32 → 31), reducing its ending lag by four frames. Alongside the changes to hitstun canceling and Snake's faster initial dash, this allows it to combo into dash attack at low percents.
- Snake no longer faces the other way after using back throw.
- Back throw has more startup (frame 17 → 20), making it easier to DI.
- Up throw:
- Up throw has less ending lag (FAF 50 → 48).
- It has gained a hitbox before the throw, allowing it to hit bystanders.
- It deals more damage (10% → 7% (hit 1), 4% (throw)); 11% total).
- The throw has altered knockback (68 base/60 scaling → 55/130). In combination with the move's reduced ending lag and the changes to hitstun canceling, this allows it to combo into up tilt at low percents, while improving its KO potential at very high percents.
- Due to the new first hit's hitlag, the throw is easier to DI.
- It has an altered animation, with Snake shoulder tackling the opponent as he falls.
- Down throw:
- Down throw has drastically less startup (frame 59 → 35).
- However, its total duration was not fully compensated (FAF 60 → 42), giving it six more frames of ending lag.
- It deals less damage (12% → 9%).
- Due to the removal of chain grabbing, Snake can no longer tech-chase opponents repeatedly with the move, hindering its damage racking potential.
- How soon an opponent can act out of down throw is based on their percentage before the throw; it begins immobilizing them for three frames, which increases to four frames at 7%, then by one frame for every additional 17%, until capping out at 13 frames. This hinders its tech-chasing potential at lower percents, but gives Snake guaranteed followups at higher percents, most notably a KO setup into up tilt once it reaches its cap at 160%.
- Down throw has drastically less startup (frame 59 → 35).
- Floor attacks:
- Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack grants more intangibility (frames 1-21 → 1-27).
- It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
- It has noticeably less range (6u/5u/4.5u/3u → 4.5u).
Special moves
- Due to tumbling characters no longer hitting opponents they fly into other than the one that launched them (including projectiles belonging to them), Snake can no longer disrupt opponents or rack up extra damage on them by launching himself with his explosives.
- Hand Grenade:
- Generating the Hand Grenades has less ending lag (FAF 24 → 22).
- Snake can use his double jump while holding a Hand Grenade, improving its aerial versatility.
- The normal throw has more startup (frame 6 → 8 (normal)).
- However, its total duration remains the same, reducing its ending lag.
- Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.
- The explosion deals less damage (12% → 9%), hindering its KO potential, but improving its combo potential in combination with the changes to hitstun canceling. It has also received negative shield damage, which alongside its reduced damage output weakens Hand Grenades' shield pressuring ability, but allows Snake himself to shield them more safely.
- Shield dropping a Hand Grenade no longer causes other active ones in the air to fall straight down, nor drops Hand Grenades held by other characters.
- Remote Missile:
- Remote Missile has one frame less startup (frame 42 → 41).
- It has less ending lag both when canceled (FAF 34 → 28) and upon hitting an opponent (FAF 34 → 30).
- The Remote Missile reaches its top speed immediately upon being fired, travels faster, and turns much quicker, making it significantly easier to control and hit opponents with.
- The changes to air dodges in combination with the move's faster maneuverability significantly improve its utility for edgeguarding, as it can now cover opponents' recovery options much more effectively and force them to use up their air dodges, KOing them at high percents if it hits. This gives it a more defined purpose in Snake's arsenal, no longer being one of his most situational moves.
- The weak hit has more base knockback (45 → 50).
- It no longer deals shield damage (1 → 0).
- The Remote Missile no longer fully stops and drops down when canceled, instead falling in an arc carried by its horizontal momentum.
- It uses a different sound when preparing to fire a missile.
- Cypher:
- Snake can grab ledges out of Cypher, improving its safety.
- Cypher can be destroyed by attacks that deal at least 13% damage, worsening Snake's recovery.
- Due to the new limitations to teching, Snake can no longer infinitely stall by using Cypher, hitting himself with C4 and then teching on the stage if his percent is too high, hindering his recovery at high percents.
- It no longer deals shield damage (1 → 0).
- It launches at a slightly different angle (361° → 42°).
- It no longer uses set knockback (90 set/100 scaling → 63 base/17 scaling), making it weaker at low percents, but stronger at high percents.
- It uses two smaller hitboxes instead of a single large hitbox (6u → 2.5u/3u).
- The grab release glitch has been fixed.
- Grabbing onto a ladder no longer causes Snake to become helpless whenever he lets go or falls after climbing to the top.
- C4:
- While crouching, Snake can place and detonate a C4 without standing up, allowing him to take advantage of his low crouch while using the move.
- Placing it from a crouching position has less startup (frame 20 → 14) and a shorter total duration (FAF 40 → 34) compared to the standing version.
- It detonates faster with a longer duration (frames 29-30 → 25-27), and has less ending lag (FAF 40 → 33 (standing, aerial), 36 (crouching)). In combination with the changes to hitstun canceling, this improves its combo potential from low to mid percents.
- It no longer deals shield damage (1 → 0).
- Dropping it in the air has one frame more startup (frame 15 → 16).
- However, its total duration remains the same, reducing its ending lag.
- Sticking it to an opponent when Snake is on the ground has one frame more startup (frame 8 → 9).
- However, it has much less ending lag (FAF 33 → 25), now matching the wall version.
- The extended invincibility on throws makes it more difficult to perform the Omnigay.
- C4 emits a flashing red light for a few seconds after being placed, improving its visibility. This allows Snake to keep track of it more easily, but also allows opponents to do the same.
- It produces a quieter sound when placed.
- Snake kneels when detonating it from a standing position.
- Snake can say "There!" in addition to "Now!" when detonating it, which was previously an unused voice clip from Brawl's files.
- While crouching, Snake can place and detonate a C4 without standing up, allowing him to take advantage of his low crouch while using the move.
- Final Smash:
- Snake has a new Final Smash called Covering Fire. It involves him throwing a flare grenade to call an airstrike. He will announce "It's showtime!" if the move is started on the ground, but not in the air. A crosshair will first appear to mark opponents in intervals before five homing missiles are fired at the marked victims. Targets must be marked multiple times in order to send more of the missiles at them. Any missiles not given a target when their mark is placed will simply fly at where the crosshair was at the time. This resembles the way flare grenades are used in Metal Gear Solid V, where a support helicopter could be called to provide backup, with homing missiles being one of the options. The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher.
|Ike====Aesthetics===
- Ike's appearance as a Ranger in Fire Emblem: Path of Radiance - the basis of his appearance in Brawl - is once again his default costume. His appearance as a Hero in Fire Emblem: Radiant Dawn, which was his default design in SSB4, is now an alternate costume, and five of his previous costumes have been distributed among the two appearances. Additionally, Ike has a new costume-purple jacket. They replace his "ordinary soldier" and Chrom-inspired costumes, with the latter being coincide with Chrom's inclusion as a playable fighter.
- Palutena's Guidance conversation for Ike has been changed to accommodate for his Path of Radiance costume.
- As with all veterans returning from SSB4, both of Ike's models feature a more subdued color scheme, and his clothing on both designs now feature simple detailing. Additionally, both models have been updated:
- For his Path of Radiance model from Brawl, the inside of his cape is now light pink instead of yellow, and his boots are now colored brown instead of orange. His facial features are slightly different, with Ike's face being less narrow, and now having slightly larger and rounder eyes, making them closer to his appearance in Path of Radiance. Most notably, his hair has a simpler, tamer appearance, being overall flatter and now mostly flowing downwards. While this makes it look less like how it appears in PoR's pre-rendered cutscenes, it gives it a closer resemblance to more recent depictions of Ike.
- For his Radiant Dawn model from SSB4, his skin tone is noticeably more tanned, and his facial features have been notably modified; his face is narrower, his eyes are sharper and closer together, and his hair is slightly more voluminous and spiked. In addition, Ike's neck is longer, his collar has been made smaller and is now flared, and his cape hangs lower from the front, giving a better overall view of his face. His pauldron now jutts outwards and no longer moves with his left arm, and his arm bandaging is less visible. Finally, Ike's muscles are more pronounced.
- Ike's voice changes slightly depending on the costume. In the Japanese version, Ike's voice is deeper and more masculine in his Radiant Dawn costume. In the English version, Ike sounds more energetic and aggressive in his Path of Radiance costume, and more serious and composed in his Radiant Dawn costume.
- Ike has a new idle animation, which is more similar to his idle stance in Path of Radiance: he faces more towards the screen, and his left arm is no longer suspended, while clenching his left fist.
- Ike no longer does a backflip during his backward jumping animation.
- Ike's clapping animation now differs slightly depending on which outfit he is using. Path of Radiance Ike has a new clapping animation, whereas Radiant Dawn Ike reuses the previous animation from Brawl and SSB4.
- Additionally, Ragnell is no longer present in the "No Contest" screen.
- During his victory animations, Ike has different quotes depending on which outfit is used.
- On the first one where he swings Ragnell twice, Path of Radiance Ike says, "Your skills were... remarkable," (あんたの戦い、見事だった, Your combat was excellent.) and Radiant Dawn Ike says, "Don't stand in my way." (どうして俺の前に立った, Why do you stand before me?).
- On the second one where he plants Ragnell into the ground, Path of Radiance Ike says, "I submit to no one," (誰にも、譲る気はない, I cannot yield to anyone.) and Radiant Dawn Ike says, "I must move forward." (俺は前に進む, I move forward.).
- On the third one where he performs Aether, Path of Radiance Ike says, "You'll get no sympathy from me," (極めれば…誰にも負けはしない, To the end... I will not lose to anyone.) and Radiant Dawn Ike says, "I fight for my friends." (俺には守るべき物が在る, I have things I must protect.).
Attributes
- Like all characters, Ike's jumpsquat animation takes 3 frames to complete (down from 7).
- Ike dashes slightly faster (1.5 → 1.507), although it is by far the lowest increase out of everyone.
- Ike's initial dash is faster (1.5 → 1.815).
- Ike walks slightly faster (0.869 → 0.912).
- Ike's air speed is slightly faster (1.08 → 1.134).
- Ike's traction is significantly higher (0.044 → 0.112), improving his punish game out of shield.
- Forward roll has less ending lag (FAF 33 → 31).
- Forward roll grants less intangibility (frames 4-18 → 4-15).
- Back roll has more startup with less intangibility (frames 4-18 → 5-16), and more ending lag (FAF 33 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge has more startup (frame 3 → 4) and significantly more ending lag (FAF 34 → 50).
- Air dodge grants more intangibility (frames 3-28 → 4-31).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 10 → 9), which transitions into the third hit faster (frame 11 → 9), allowing them to connect better.
- The first and second hits have altered angles and knockback to keep opponents close to Ike, akin to other neutral attacks. While this removes their already minimal jab canceling potential, this more prominently allows them to connect better and jab lock.
- The first and second hits deal less damage (3% → 2.5%).
- The third hit has more ending lag (FAF 39 → 41).
- Forward tilt:
- The move has faster startup (frame 13 → 12).
- However, as its interruptibility frames remain unchanged, this gives it one frame more ending lag.
- It deals more damage (12.5% → 13.5%) without compensation on knockback, improving its KO potential.
- The move has faster startup (frame 13 → 12).
- Up tilt:
- The move has drastically less ending lag (FAF 48 → 40), which combined with Ike's faster jumpsquat grants the late hit combo potential.
- The clean hit lasts longer compared to the late hit (frames 11-13/14-21 (clean/late) → 11-16/17-21).
- The hitbox is smaller and has been repositioned (Y offset: 1-13 → 2.8-13.5), making it less extended and moving it further up the blade. This reduces its horizontal range.
- The move deals less damage (14% → 12% (clean), 10% → 8% (late)) without compensation on knockback. This hinders the clean hit's KO potential.
- Down tilt:
- The move has increased combo potential due to Ike's faster jumpsquat.
- Its hitboxes are smaller (3.8u/3.8u/3.8u/3u → 3.4u/3.4u/3.4u/3u) and have been repositioned, reducing both its vertical and horizontal range.
- Dash attack:
- The move has less ending lag (FAF 52 → 48).
- The move's hitboxes are larger (6.3u/4u → 7u/5u) and have been repositioned, and it has an extra hitbox. This improves the move's range, and makes it easier to land the sweetspot, since the new hitbox is a sweetspot.
- The changes to jostle mechanics allow dash attack to hit opponents close to Ike more easily.
- It has increased shieldstun (1x → 1.2x), improving its safety on shield.
- Forward smash:
- The move's sweetspot deals more base knockback (40 base/86 scaling → 49/85), improving its KO potential despite its slightly decreased knockback scaling.
- Down smash:
- Both hits deal more damage (14% → 16% (hit 1), 17% → 19% (hit 2, clean), 8% → 9% (hit 2, late)) without compensation on knockback, improving the move's KO potential.
Aerial attacks
- All aerials have less landing lag (14 frames → 8 (neutral), 18 frames → 14 (forward), 19 frames → 11 (back), 15 frames → 9 (up), 23 frames → 14 (down)).
- Neutral aerial:
- The move has faster startup (frame 12 → 10).
- It deals less damage (10% → 7.5% (clean), 7% → 6% (late)) without compensation on knockback. As a result, it has lost its KO potential, but significantly improves its combo potential combined with its lower landing lag.
- The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.
- The clean hit now lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).
- It auto-cancels earlier (frame 64 → 50), but still requires a double jump to auto-cancel.
- Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).
- It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword. The new animation increases its range.
- Forward aerial:
- The move has faster startup (frame 12 → 11).
- It now always launches opponents in the direction Ike is facing, even if hit from behind, improving its reliability for edgeguarding.
- It now sends opponents at a lower angle (361° → 30°), further improving its edgeguarding use.
- It has increased ending lag (FAF 55 → 60).
- The hitboxes have been moved towards the middle of the blade, reducing the move's range and giving it a larger blindspot.
- It deals less damage (13% → 11.5%) and has altered knockback (30 base/100 scaling → 55/65). This drastically hinders its KO potential, no longer KOing middleweights until around 175% from the center of Final Destination.
- Its higher base knockback makes it much safer on hit at lower percentages.
- It auto-cancels later (frame 36 → 42), thus no longer doing so in a short hop. This hinders Ike's already poor approach.
- It no longer has an initial auto-cancel window.
- Back aerial:
- The move now has four smaller hitboxes instead of two large hitboxes, which are moved lower and one of them is now extended, significantly reducing its vertical range.
- Up aerial:
- Ike has a new up aerial: a wide overhead swing starting from the front, similar to the rest of the Fire Emblem cast, but going inwards rather than outwards, and without a backflip.
- It has significantly increased range and coverage around Ike, especially horizontally, allowing it to juggle opponents much more effectively.
- It has a shorter hitbox duration (frames 13-29 → 13-18).
- Ike has a new up aerial: a wide overhead swing starting from the front, similar to the rest of the Fire Emblem cast, but going inwards rather than outwards, and without a backflip.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 33 → 37 (standing), 41 → 45 (dash), 39 → 40 (pivot)).
- All grabs have reduced horizontal range (Z offset: 4u-9.4u → 4u-8.4u (standing), 4u-11.2u → 4u-10u (dash), 4u-15.4u → 4u-14.2u (pivot)).
- Pummel:
- It deals much less damage (3% → 1.6%).
- It has faster startup (frame 5 → 1), deals more hitlag (5 frames → 15), and has significantly less ending lag (FAF 23 → 7), shortening its duration and increasing the amount of times Ike can pummel the opponent before throwing them or before they break out.
- Forward throw:
- It deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).
- Up throw:
- It deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).
- It has faster startup (frame 26 (hit 1), 28 (throw) → 18, 20).
- However, the move's total duration remains the same, increasing its ending lag. Ike's faster jumpsquat also fails to compensate, thus hindering its combo potential.
- The collateral hitbox has been moved down (Y offset: 21 → 9). This noticeably reduces the throw's vertical range, but makes it much easier to hit bystanders in front of Ike.
- Down throw:
- It has increased combo potential due to Ike's faster jumpsquat.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Eruption:
- The move now produces multiple flaming pillars of decreasing sizes as it charges, producing two pillars when at a high level of charge, and three pillars at maximum charge. This greatly improves its range and edgeguarding potential.
- Much like in Brawl, Ike vocalizes when unleashing a fully charged Eruption.
- Fully-charged or high charge levels of Eruption cause Special Zoom when it hits.
- Quick Draw:
- The move has less ending lag both when missed (FAF 57 → 53) and when the attack is triggered (FAF 45 → 35).
- It has much greater vertical range.
- Its charge can no longer be held indefinitely, now releasing it after roughly two seconds of being fully charged.
- Aether:
- The move has faster startup (frame 18 → 15), with faster super armor on the aerial version as well (frame 18 → 15).
- The grounded version grants much more super armor (frames 18-38 → 5-35), allowing it to tank through opposing attacks more effectively.
- The move has less landing lag (38 frames → 36).
- The landing hit has significantly more knockback scaling (80 → 115). This grants it KO potential, now being able to KO middleweights at around 180%.
- Ragnell can no longer clip through the bottom of stages while using Aether, instead moving along the stages' perimeters, making it less safe against opponents at the ledge.
- The changes to knockback received during meteor smashes significantly improve Aether's sacrificial KO potential, as Ike is now less likely to be KOed first than his opponent.
- Counter:
- The move's intangibility is faster (frame 9 → 8).
- In addition to its full intangibility, it grants intangibility on Ike's head for the entire counter duration.
- It has a shorter counter duration (frames 8-35 → 8-33).
- It has more ending lag on both the counter (FAF 59 → 74) and the attack (FAF 35 → 44), making it much riskier to use.
- It now gives off flaming visuals from Ragnell after Ike performs a successful counterattack.
- Ike's vocalizations in English during a successful counterattack have been altered. Path of Radiance Ike says "Gotcha!", and Radiant Dawn Ike says "Amateur!"
- Great Aether:
- The final hit launches at a lower angle (70° → 63°), weakening its KO potential.
- The sword deals less damage when hitting opponents while flying up for Ike to grab it (10% → 3%), thus reducing the maximum damage of the final smash (60% → 53%).
- The move is significantly flashier, with a dark blue backdrop alongside flaming visuals. Before the final hit, the victim flashes with blue light, and the landing eruption now appears significantly more cartoony, with fewer smoke effects.
|Pokémon Trainer====Aesthetics===
- The male Pokémon Trainer's model is significantly more detailed than it was in Brawl, having stylized body proportions and sharper, slimmer eyes. Additionally, the Trainer's Poké Balls have been resized to fit in his palm. Both of these changes make his design similar to the style of recent Pokémon titles.
- The Pokémon Trainer has completely new alternate costumes based on protagonists in the Pokémon series. Half of them are based on the female Pokémon Trainer from FireRed and LeafGreen. In addition to distinct voice clips, the majority of her animations are unique.
- The Pokémon Trainer now turns in battle to face the position of the Pokémon.
- The announcer no longer mentions Squirtle, Ivysaur or Charizard on the character selection screen; instead, when selecting a Pokémon manually, a small portrait of Squirtle, Ivysaur or Charizard appears in upper right portion of Pokémon Trainer's portrait.
- Triple Finish has a different text box and animations; the text box is now identical to how they appear in the Generation VII games.
- The Pokémon Trainer now says "All right!" when performing an up taunt and "Yeah!" when performing a down taunt.
- On the results screen, the Pokémon Trainer is shown and announced as the winner of the fight rather than the Pokémon that was in battle.
- The Trainer's face is also used as the stock icon for all three Pokémon, although the Pokémon also have their own stock icons used for other modes.
- The Trainer now claps on the results screen, instead of looking down in disappointment like in Brawl.
- Pokémon Trainer's crowd cheer is now "I choose you!"
- Both genders of the Pokémon Trainer have unique reactions to the situation of their Pokémon, such as when it lands a hit, takes a hit, scores a KO or is KO'd.
- If the Trainer's Pokémon is moved significantly when he is standing on the main platform of large stages (such as the Training stage), he will chase his Pokémon by dash into them instead of a space jump.
- As with all previously cut veterans returning from Melee and Brawl, Pokémon Trainer now has a Boxing Ring title and a Palutena's Guidance conversation.
- Squirtle, Ivysaur, Charizard, as well as both Trainers now each have an individual Sound Test section, rather than being grouped together.
Attributes
- The Stamina mechanic has been removed, eliminating the need to switch out Pokémon to restore their power.
- Type effectiveness has been removed. This greatly benefits Ivysaur and slightly benefits Charizard, but it also greatly hinders Squirtle.
- Squirtle is now selected as the starting Pokémon by default when the player chooses Pokémon Trainer on the character select screen. This selection can still be changed before starting the match. In Brawl, a random starting Pokémon would be chosen by default if the player did not choose a Pokémon on the character select. If an amiibo of the Pokémon Trainer's Pokémon is used, it will be the default starting Pokémon.
Special moves
- Pokémon Change:
- 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.
- It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
- It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
- It no longer resets stale-move negation.
- It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
- Triple Finish:
- Triple Finish deals less total damage (58% → 44.3%).
|Squirtle====Aesthetics===
- Squirtle's design and proportions have changed. It has slightly larger eyes, which are a darker shade of magenta, and its nostrils and eyelids are less pronounced. It has a rounder head, stubbier arms and legs, and its shell has a sleeker, shinier design. It is more vibrantly colored overall, with its skin being a lighter shade of blue and the top of its shell being a lighter shade of brown, with the bottom being a lighter shade of yellow. Due to these changes, it now matches its appearances in the more recent Pokémon titles.
- Squirtle has received three new alternate costumes.
- Much like other characters, Squirtle always faces the screen regardless of which direction it is facing, making its stance mirrored.
- Squirtle has a more upright stance.
- Squirtle shows much more emotion, with its eyes changing size in certain animations. It appears angry when jabbing, and it looks shocked when attacked.
- Squirtle is proportioned correctly to the Pokémon Trainer in its victory poses.
- Squirtle's side taunt has a different ending animation, where it teeters clumsily after spinning on its tail.
- Squirtle has a new dash animation, which involves it surfing on a small wave of water.
- Squirtle no longer retreats inside its shell when turning while dashing, spot dodging, rolling, and its supine and prone positions when knocked down.
- Squirtle has new crouch and crawl animations: a comical defensive crouch while covering its head with its hands.
- As with all previously cut veterans returning from Melee and Brawl, Squirtle now has a Boxing Ring title and a Palutena's Guidance conversation, though the former is shared by the group.
- Squirtle now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.
Attributes
- Squirtle's hurtboxes are smaller, matching its model more closely.
- Like all characters, Squirtle's jumpsquat animation takes 3 frames to complete (down from 4).
- Squirtle's run turn no longer grants it a considerable boost forward and on the way back, removing shellshifting and all the advanced movement techniques that utilized it.
- Squirtle walks faster (1.2 → 1.281).
- Squirtle runs significantly faster (1.37 → 1.76), going from 30th fastest of 39 characters to being tied with Mario, Ken and Bayonetta for the 35th fastest of 82 characters. This improves Squirtle's grounded approach and somewhat compensates for the removal of shellshifting.
- Its initial dash is much faster (1.6 → 1.936).
- Squirtle's air speed is slower (1.081 → 1.01), especially when relative to the cast. It has went from the 7th highest out of 39 characters to the 52nd highest out of 77 characters.
- Squirtle's air acceleration is lower (0.12 → 0.105), although it is still among the highest.
- Squirtle's traction is higher (0.042 → 0.088), going from the 3rd lowest to the 13th lowest.
- Squirtle's falling speed is slightly higher (1.3 → 1.35).
- Its fast falling speed is slightly higher (2.1 → 2.16) although it is much lower relative to the cast. It has went from the 12th highest out of 39 characters to the 14th lowest out of 79.
- Squirtle's gravity is much higher (0.1067 → 0.128).
- Squirtle's new crouching and crawling animations do not shrink its hurtboxes as much, making it easier to hit during these actions.
- Squirtle's crawling speed is slower.
- The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
- Type effectiveness has been removed. This affects Squirtle the most adversely out of the Pokémon Trainer's party, as it previously had a disproportionate resistance to the common flame attacks of the cast. This also reduces the power of Squirtle's water attacks against Charizard.
- However, this does improve Squirtle's endurance against Ivysaur's grass attacks, and increases the power of its water based attacks against Ivysaur.
- Squirtle's aerial grab release sends it much further out, as the action is no longer affected by gravity. In combination with aerial grab releases incurring significantly less lag (29 frames, as opposed to 50 frames plus 3 frames of landing lag), and the removal of chain grabbing, Squirtle is no longer vulnerable to many inescapable followups out of its aerial grab release (including an infinite chain grab from Zero Suit Samus).
- The changes to grounded grab releases combined with Squirtle's slower and shorter ranged jab have removed Squirtle's ability to get a guaranteed jab on opponents out of a grounded grab release.
- The removal of meteor canceling hinders Squirtle the most adversely out of the Pokémon Trainer's party, as while it doesn't hinder Squirtle's endurance against meteor smashes as much as Ivysaur, Squirtle lacks a meteor smash of its own, so it receives no compensation for the removal of the mechanic unlike Ivysaur.
- Both rolls cover a shorter distance.
- Forward roll has less ending lag (FAF 30 → 28).
- Forward roll grants less intangibility (frames 4-19 → 4-14).
- Back roll grants less intangibility (frames 4-19 → 4-15) and has more ending lag (FAF 30 → 33).
- Spot dodge has less ending lag (FAF 26 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-16).
- Air dodge has less startup (frame 4 → 2).
- Air dodge grants less intangibility (frames 4-29 → 2-26) and has much more ending lag (FAF 40 → 54).
Ground attacks
- Neutral attack:
- Squirtle's full neutral attack has a different animation. The first hit is a punch rather than a slap, the second hit is a jumping kick with one leg rather than a dropkick, and the third hit is an inward tail whip rather than a frontflipping tail slam.
- Consecutive uses of the first hit are much faster (13 → 6 frames).
- The first hit transitions faster into the second hit (frame 6 → 5), and its outermost hitbox launches opponents towards Squirtle (361° → 180°), allowing it to connect more reliably from far distances.
- The third hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 36 → 32).
- All hits have smaller hitboxes (4u/3u/3u/3u → 1.5u/1.8u/2.2u/2.2u (hit 1), 4.5u/4u/3.5u → 2.2u/2.5u/2.8u (hit 2), 5u/4u/3u → 3.2u/3.5u/3.8u (hit 3)), and Squirtle no longer lunges as far during the first hit, nor moves forward during the second and third hits, greatly reducing their range.
- All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to DI the last hit; however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
- The first two hits deal less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2)), and no longer have set knockback (10 set/100 scaling → 25/20 base/20/15 scaling (hit 1), 15 set/100 scaling → 25 base/25/20 scaling (hit 2)), causing the move to connect less reliably at high percents.
- The first hit has more startup (frame 1 → 2).
- However, its total duration remains the same, reducing its ending lag by one frame.
- The second hit no longer has a 20% bonus trip chance, removing its setup potential.
- The third hit has less knockback scaling (120 → 110).
- Forward tilt:
- Forward tilt has more base knockback (8 → 20), increasing its safety on hit at low percents.
- It benefits significantly from the increased shieldstun and the more limited out of shield options, now being safe on shield due to its minimal ending lag.
- It has more startup with a shorter hitbox duration (frames 4-6 → 5-6).
- It deals less damage (6% → 5%).
- It has smaller hitboxes (5u/4u/3u → 2u/2.6u/3.6u).
- Up tilt:
- The changes to hitstun canceling considerably improve up tilt's combo potential at higher percents where it starts causing tumbling.
- It has a shorter hitbox duration (frames 5-7 → 5-6) and more ending lag (FAF 18 → 20), slightly hindering its combo potential at lower percents.
- It has smaller hitboxes (6u/8u → 5u/5.2u). This weakens its anti-air capabilities, no longer allows it to hit opponents in the middle platforms of Battlefield, and in combination with the changes to the jostle mechanics, makes it much harder to hit opponents at Squirtle's sides, greatly reducing its overall utility.
- It launches at a marginally higher angle (86° → 88°).
- Down tilt:
- Squirtle has a new down tilt: a ground-level leg sweep with a water effect. It hits only once, rather than five times.
- It has less ending lag (FAF 37 → 30).
- It launches opponents at a lower angle than the previous down tilt's last hit (65° → 38°), granting it edgeguarding potential and allowing it to KO near edges more effectively.
- It has more startup with a shorter hitbox duration (frames 6, 8, 10, 12, 14 → 8-13).
- It deals less damage (2% (hits 1-4), 5% (hit 5); 13% total → 9%), with knockback compensated (40 base/130 scaling → 53/75).
- It has smaller hitboxes (4u/4u/4u (looping hits), 7u/7u (last hit) → 3u/3.6u/2.1u (clean), 3u/3.6u/4.2u (late)).
- Dash attack:
- Squirtle has a new dash attack: a lunging kick with both feet, similar to Bowser's forward smash, which produces a corkscrew of water.
- Dash attack has less ending lag (FAF 42 → 36).
- The clean hit has gained a shieldstun multiplier of 1.45×, which combined with the universally increased shieldstun makes it safer on shield.
- The late hit deals more knockback (45 base/30 scaling → 70/50). Combined with the move's reduced ending lag and the changes to hitstun canceling, this allows it to start combos from low to mid percents.
- The move has more startup lag with a shorter duration (frames 6-22 → 8-17).
- Both hits have smaller hitboxes (5u → 4.2u (clean), 4u → 3.5u (late)).
- The clean hit deals less damage (9% → 8%).
- It launches opponents away from Squirtle rather than towards it (110° → 65° (clean), 120° → 60° (late)).
- Smash attacks:
- All of Squirtle's smash attacks uses the drumbeat sound rather than the twittering sound.
- Forward smash:
- Squirtle has a new forward smash: it lashes a torrent of water in front of itself, instead of doing a tackle in its shell.
- It has significantly less ending lag (FAF 65 → 50).
- It deals more damage (14% → 15%), and has more base knockback (18 → 35), greatly improving its KO potential.
- It no longer moves Squirtle forward, but has gained an additional hitbox (5u/4u → 4.2u/3.6u/3.4u), and its hitboxes have been moved farther away from Squirtle (Z offset: -3u/2u → 7.8u/12u/16u). This gives it a more favorable hitbox placement overall, with a much larger disjoint, and in combination with its reduced ending lag and the increased shieldstun, it is now safe on shield with proper spacing.
- It has more startup with a shorter hitbox duration (frames 18-21 → 20-21).
- It no longer grants super armor on frames 17-21, removing its ability to plow through opposing attacks.
- Up smash:
- Up smash's late hits deal more damage (11%/9%/7%/5% → 12%/10%/9%/8%) and knockback (60/64/60/58 base/90 scaling → 60 base/92 scaling).
- The removal of DACUS and shellshifting (thus no longer allowing for pump sliding) significantly hinder up smash's approach potential.
- The clean hit has altered knockback (70 base/87 scaling → 60/92), slightly reducing its KO ability overall.
- The launcher hit has slightly more knockback scaling (90 → 92).
- Squirtle points upward to generate the torrents of water, rather than leaping and pounding the ground.
- Down smash:
- Squirtle has a new down smash: it lashes a torrent of water in a circle around itself.
- It has significantly less ending lag (FAF 53 → 41).
- It deals more damage (11% → 13%) with no sourspots. Due to functioning as a sweeping down smash rather than hitting both sides simultaneously, it can also connect both hits at low percents if the opponent is launched backward by the first hit, racking up even more damage (11% → 26%).
- It has smaller hitboxes (5u/5u/4u/4u → 4.2u/4u/3.8u/3.5u), but they have been moved much farther away from Squirtle (Z offset: 4.5u/-4.5u/11u/-11u → 6u/10.5u/15u/19u), significantly improving its horizontal range. In combination with the move's reduced ending lag and the increased shieldstun, it is now safe on shield with proper spacing.
- It has more startup with a shorter hitbox duration (frames 17-29 → 18-19 (hit 1), 24-25 (hit 2)).
- It deals less knockback compared to the previous sweetspot (21 base/102/85 scaling → 50 base/74 scaling), slightly hindering its KO potential despite its higher damage.
Aerial attacks
- All aerials except back aerial have less landing lag (12 frames → 8 (neutral), 12 → 6 (forward), 21 → 6 (up), 19 → 16 (down)). In combination with the higher shieldstun for aerials compared to Brawl, this makes them much safer on shield.
- Neutral aerial:
- Squirtle has a new neutral aerial: a midair cartwheel.
- It has less ending lag (FAF 49 → 42).
- It deals more damage (9% → 10% (clean), 6% → 7% (late)).
- It has larger hitboxes (5u → 6.5u (clean), 3.5u → 5.5u (late)), improving its utility for approaching.
- It auto-cancels one frame earlier (frame 36 → 35).
- The late hit has altered knockback (15 base/100 scaling → 35/90), increasing its combo potential in combination with the move's reduced landing lag and the changes to hitstun canceling.
- It launches at a different angle (361° → 42°), removing its ability to lock opponents.
- It has a shorter hitbox duration (frames 4-7 (clean)/8-32 (late) → 4-6/7-26).
- The clean hit has more base knockback, but less knockback scaling (20 base/100 scaling → 30/85), slightly reducing its KO potential despite its increased damage.
- Forward aerial:
- The clean hit deals much less damage (12% → 7%), with knockback not fully compensated (30 base/94 scaling → 50/96). This drastically reduces its power, no longer KOing middleweights under 160% from the center of Final Destination.
- It has less ending lag (FAF 38 → 36), and launches opponents at a higher angle (45° → 48°). The late hit also deals more knockback (30 base/90 scaling → 50/94). Combined with the aforementioned changes, its reduced landing lag, and the changes to hitstun canceling, this significantly improves its combo potential.
- It auto-cancels later (frame 28 → 35).
- It has smaller hitboxes (6.5u/5.5u → 4u/3.5u (clean), 4.5u/3.5u → 3.5u/3.5u (late)).
- The kick now produces a corkscrew of water.
- Back aerial:
- Back aerial is now a multi-hit move, and has Squirtle spin in a horizontal corkscrew while stretching out its tail, similar to Pikachu's back aerial.
- It deals more damage (10% (clean), 6% (late) → 1% (hits 1-5), 6% (hit 6); 11% total), and has gained a landing hitbox that deals 2%, making it more effective for shield stabbing.
- It has a longer hitbox duration (frames 5-6 (clean)/7-14 (late) → 5-14 (looping hits)/15-16 (last hit)).
- It auto-cancels earlier (frame 28 → 22). In combination with its multi-hit property and the changes to hitstun canceling, this improves its combo potential.
- It has slightly more ending lag (FAF 35 → 36), and twice as much landing lag (9 frames → 18).
- Due to the last hit's lower damage than the previous back aerial's clean hit, it has reduced KO potential, despite its much higher base knockback and only minimally reduced knockback scaling (20 base/97 scaling → 55/95).
- It launches at a different angle (361° → 38°/65° (looping hits), 40° (last hit)), removing its ability to lock opponents.
- It has altered hitbox sizes, with the looping hits' being similar to the previous late hit's (4.3u/3.3u → 4.2u/4.2u), and the last hit's being similar to the previous clean hit's (6.5u/5.5u → 5.8u/6u).
- Up aerial:
- Up aerial deals less damage (11% → 7%) with knockback not fully compensated (30 base/94 scaling → 40/115), and launches at a lower angle (80° → 64°) that is now vulnerable to LSI, drastically hindering its KO potential.
- It has less startup with a longer hitbox duration (frames 6-7 → 5-9).
- The changes to hitstun canceling combined with move's reduced knockback and landing lag significantly improve its combo potential, allowing Squirtle to perform up aerial ladders into Waterfall, much like Mario.
- It has more ending lag (FAF 25 → 30) and auto-cancels later (frame 18 → 20).
- It has much smaller hitboxes (6.7u/6.7u → 3.6u/3.4u/3.2u).
- However, the hitboxes are now attached to Squirtle's tail instead of being set to a static position above him. Combined with the longer hitbox duration, this gives up aerial more range in front and behind of Squirtle.
- Down aerial:
- Down aerial has less ending lag (FAF 51 → 45).
- It auto-cancels earlier (frame 45 → 35), enabling it to do so in a short hop. Combined with its reduced ending lag and the changes to hitstun canceling, this turns it into a viable combo starter and extender from low to mid percents.
- The looping hits deal more damage (1% → 1.5%), increasing the move's total output (10% → 11.5%) despite the last hit dealing less damage (5% → 4%).
- The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit (frames 6-7, 9-10, 12-13, 15-16, 18-19 → 6-20; rehit rate: 3).
- The looping hits have a lower hitlag multiplier (1× → 0.8×), allowing them to transition faster, and making them harder to escape in combination with the weakening of SDI.
- The last hit has less startup (frame 23 → 22).
- The move has smaller hitboxes, especially the last hit (6u/6u → 4.2u/4.4u/4.6u (loop hits), 9u/9u → 5.5u/6u (last hit)).
- The last hit has a higher SDI multiplier (0.2× → 1×).
- The looping hits launch opponents more towards Squirtle (94° → 98°), allowing them to connect better from far distances, but making them more likely to drag targets to the opposite side of Squirtle at close range.
- The last hit deals less knockback (70 base/105 scaling → 50/85). Coupled with its reduced damage, this weakens its utility for edgeguarding and removes its KO potential, but further aids in its combo potential.
Throws and other attacks
- Grabs:
- Squirtle's grabs have new animations. Instead of performing a pouncing clinch grab, it reaches out with one arm. Additionally, its dash grab no longer has it retreat into its shell upon missing.
- All grabs have smaller hitboxes (4.5u/3.5u → 3.3u/1.65u (standing, pivot), 2.6u/1.3u (dash)).
- Standing and pivot grab have more ending lag (FAF 30 → 35 (standing), 36 → 38 (pivot)).
- Pummel:
- Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 6), shortening its effective duration.
- It deals less damage (2% → 1%).
- Forward throw:
- Forward throw deals less damage (7% → 6% (throw); 9% total → 8%).
- It has more knockback scaling (75 → 92), improving its edgeguarding and KO potential despite its reduced damage.
- It has less startup (frame 13 (hit 1), 14 (throw) → 11, 12), but more ending lag (FAF 32 → 35), and the hit before the throw has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.
- It launches at a slightly higher angle (45° → 48°).
- Back throw:
- Squirtle has a new back throw: it lifts the opponent over its head and throws them backward, similar to Dr. Mario's new back throw.
- It deals more damage on release (5% → 8%) and knockback (60 base/100 scaling → 30/128), significantly improving its KO potential to the point it is one of the strongest back throws in the game, despite launching at a higher angle (140° → 48°).
- It releases the opponent later (frame 16 → 27), making it easier to DI.
- However, its total duration was not fully compensated (FAF 36 → 45), reducing its ending lag by two frames.
- It deals less total damage (5% (hit 1), 5% (throw); 10% total → 8%), and has lost its first hit before the throw, removing its ability to hit bystanders.
- Up throw:
- Squirtle has a new up throw: it performs a leaping headbutt, instead of tackling the opponent upward with its shell.
- The changes to hitstun canceling turn it into a reliable combo starter from low to mid percents.
- It deals less damage (9% → 5% (throw); 11% total → 7%) and knockback (70 base/72 scaling → 80/65), removing its KO potential at very high percents, but further improving its combo ability.
- Down throw:
- Like up throw, the changes to hitstun canceling turn down throw into a reliable combo starter.
- It has much more startup (frame 8 (hit 1), 11 (throw) → 22, 30), with its total duration increased as well (FAF 28 → 47), and the hit before the throw has a higher hitlag multiplier (0.5× → 1.5×), making it significantly easier to DI.
- It deals less knockback (80 base/140 scaling → 45/110), and launches at a higher angle (55° → 68°). This significantly weakens its KO potential, no longer being one of the strongest down throws in the game, but further aids in its combo ability, giving it guaranteed followups even up to high percents.
- Floor attacks:
- Floor attacks have less ending lag (FAF 50 → 46).
- They deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- They have more startup lag (frame 12 (front), frame 15 (back) → 19 (both)).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack has more intangibility (frames 1-26 → 1-30).
- It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
- It has less range (5u/5u/5u → 4.5u).
Special moves
- Water Gun:
- Water Gun reaches its full charge faster (frame 80 → 65).
- It has less ending lag (FAF 71 → 64).
- It has significantly more set knockback (9 → 45), allowing it to push opponents much farther. In combination with its reduced ending lag, this improves its utility for zoning and stage control.
- Like other charge-cancelable moves, it can be canceled by jumping or spot dodging.
- The water pumps have slightly larger hitboxes (2.5u → 2.8u).
- The uncharged version no longer generates a damaging close-range hitbox, instead acting like other charge levels.
- Squirtle only shoots six water pumps instead of eleven, effectively shortening the move's duration.
- Squirtle is pushed back a much shorter distance upon using the move.
- Withdraw:
- Withdraw deals much more damage (3%-7% → 8%-13.9%) and knockback (50 base/50 scaling → 75/60), and launches at a lower angle (80° → 45°), granting it KO potential at very high percents.
- It travels much faster on the ground.
- It can be canceled earlier (frame 60 → 42).
- It has more startup (frame 20 → 23), and canceling it incurs more lag (FAF 33 → 35).
- The move is canceled automatically after around a full second since its initiation, no longer covering the full length of Final Destination. Combined with the move's increased lag upon cancelation, this makes it easier to punish from long distances.
- Squirtle bounces back into an animation with 26 frames of lag upon hitting an opponent with the move, rather than continuing its execution. This decreases its utility in battles with multiple opponents, but increases its safety against a single opponent.
- Waterfall:
- Waterfall has less startup (frame 10 → 9).
- The looping hits use the autolink angle (60°/70° → 367°) with consistent set knockback (60/30 → 40), allowing them to connect much more reliably.
- It has a consistent hitlag multiplier (1×/0× → 0.7×), and the looping hits have a lower SDI multipler (2× → 1×). Combined with the weakening of SDI, this makes it significantly harder to escape from.
- The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit, and have a longer duration (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32, 34-35 → 9-41; rehit rate: 5).
- The last hit deals more knockback (50 base/130 scaling → 70/152), allowing it to KO more reliably near the upper blast line.
- The move hits eight times, down from ten, and the first three hits deal less damage (2% → 1.4%). This reduces its total damage output (15% → 12.8%), despite the fourth to seventh hits dealing more damage (1% → 1.4%).
- It has smaller hitboxes (5u/12u → 9u (looping hits), 13u → 10u (last hit)) that are not placed as far horizontally (Z offset: 13u → 9u), greatly reducing its range.
- The move has softer, more realistic water sound effects.
- Pokémon Change:
- 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.
- It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
- It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
- It no longer resets stale-move negation, effectively weakening Ivysaur when Squirtle switches.
- It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
- Triple Finish:
- Triple Finish deals less total damage (58% → 44.3%).
- It has a different text box, more closely resembling its appearance in the Generation VII games.
|Ivysaur====Aesthetics===
- Ivysaur's design and proportions have changed. Its flower bud now has multiple layers of petals and a smoother texture. Its pupils and ears are slightly larger, and its toes are much less pronounced. Its patches have also been re-positioned. It is more vibrantly colored overall, with its skin being a lighter shade of blue and its flower bud being a lighter shade of pink with its leaves being a lighter shade of green. In addition, Ivysaur's teeth and toes are white instead of beige. Due to these changes, it now matches match its appearance in more recent Pokémon games.
- Ivysaur has received three new alternate costumes.
- Ivysaur is much more expressive than it was in Brawl It smiles when taunting, has an determined smirk when selected by the Trainer, and scowls during multiple attacks, grabbing an opponent, or shielding.
- Ivysaur always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
- Ivysaur has a new air dodge animation, where it no longer twirls horizontally.
- Opponents now grab Ivysaur by its body, instead of its flower bud.
- The grass type and effect of Ivysaur's moves have been removed and replaced with weapon or typeless and normal effects.
- Ivysaur has a new victory animation, where it performs Vine Whip in front of itself a couple of times. This replaces the victory pose where it walks in place a few times.
- The victory pose where Ivysaur backflips now has it land upright, as opposed to landing on its belly.
- As with all previously cut veterans returning from Melee and Brawl, Ivysaur now has a Boxing Ring title and a Palutena's Guidance conversation, though the former is shared by the group.
- Ivysaur now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.
Attributes
- Like all characters, Ivysaur's jumpsquat animation takes 3 frames to complete (down from 5).
- Ivysaur walks faster (1.05 → 1.1103).
- Ivysaur runs faster (1.5 → 1.595). However, it is slower relative to the rest of the cast, going from average (17th fastest out of 39 characters) to below-average (59th fastest out of 82 characters).
- Its initial dash is much faster (1.4 → 1.903).
- Ivysaur's air speed is much faster (0.752 → 0.998), going from the 3rd slowest in Brawl to the 58th fastest out of 81 characters in Ultimate.
- Ivysaur's crawling speed is slower.
- Ivysaur's traction is much higher (0.0532 → 0.121), allowing it to punish more easily out of shield.
- Ivysaur's fall speed is slightly higher (1.35 → 1.38).
- Its fast falling speed is significantly higher (1.89 → 2.208), leaving it much less vulnerable to juggling.
- Ivysaur's gravity is higher (0.07 → 0.082).
- Ivysaur is lighter (100 → 96). Combined with the removal of momentum canceling, this reduces its survivability.
- The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
- The removal of type effectiveness benefits Ivysaur significantly more than the rest of the Pokémon Trainer's party, as it previously had a disproportionate weakness to the common flame attacks of the cast. This also increases the power of its grass attacks against Charizard.
- However, this also hinders Ivysaur's endurance against water based attacks (which are slightly more prevalent than in Brawl), and reduces the power of its grass attacks against Squirtle.
- The removal of edgehogging improves Ivysaur's tether-dependent recovery.
- The removal of meteor canceling both helps and hinders Ivysaur. While it improves the reliability of its buffed down aerial, it also leaves Ivysaur significantly more vulnerable to meteor smashes, as it had one of the most lenient meteor cancel windows in Brawl.
- Forward roll has less ending lag (FAF 33 → 31).
- Forward roll grants less intangibility (frames 4-19 → 4-15).
- Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 33 → 36).
- Spot dodge has more startup with less intangibility (frames 2-20 → 3-16), and more ending lag (FAF 26 → 27).
- Air dodge has less startup and grants more intangibility (frames 4-29 → 3-29).
- Air dodge has much more ending lag (FAF 40 → 57).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 13 → 10 (hit), 16 → 13 (no hit)), which transitions into the neutral infinite faster (frame 15 → 8).
- The first two hits have altered angles to keep opponents close to Ivysaur (30° (hit 1), 85° (hit 2) → 361°/180°), and the second hit has altered knockback (10 base/50 scaling → 25/20 base/25/20/15 scaling), allowing them to lock opponents and connect more reliably.
- The second hit has less startup (frame 7 → 5), and can be used without triggering the neutral infinite. If it misses, it can also loop back into the first hit on frame 20 if the button is held, instead of transitioning into the infinite.
- The infinite has a new animation: Ivysaur swings both vines much faster in front of itself, instead of alternatingly slamming them down at a moderate pace.
- The infinite has less startup (frame 6 → 4), a much shorter gap between hits (10 frames → 3), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), keeps opponents on the ground (30° → 361°), and deals less knockback (20 base/20/0 scaling → 7/30). Combined with the weakening of SDI, this allows it to connect much more reliably. Additionally, like all neutral infinites since Smash 4, it has gained a finisher in the form of a double vine slap, making it significantly safer.
- The first two hits have smaller hitboxes (3u/4u/4u/3u → 2.3u/2.3u/2.3u/2.8u (hit 1), 3u/3u/3u/3u (hit 2)).
- The first two hits have a shorter hitbox duration (frames 7-9 → 7-8 (hit 1), 5-6 (hit 2)).
- The first hit and the infinite deal less damage (3% → 2% (hit 1), 2%/1% → 0.5% (infinite)).
- The first hit no longer uses set knockback (8 set/100 scaling → 25/20 base/25/20/15 scaling), causing it to connect less reliably at high percents.
- The first hit has a higher hitlag multiplier (1× → 1.3×); however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
- The infinite has gained a shieldstun multiplier of 3×. 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 Ivysaur more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt's looping hits have a lower hitlag multiplier (1× → 0.7×) and SDI multiplier (1.2× → 1×). Combined with the weakening of SDI, this allows them to connect more reliably.
- The looping hits are placed farther horizontally (Z offset: 11u/5.3u/0u/15u → 11.5u/6u/1u/16u), increasing their range.
- The last hit deals more knockback (40/30/20 base/100 scaling → 55/136).
- Due to the changes to the jostle mechanics, Ivysaur can no longer cross-up opponents at point blank range and cause them to fall out of the move.
- It has more startup (frame 6 → 10), with its total duration increased as well (FAF 42 → 46).
- The last hit has a much higher hitlag multiplier (1× → 2.1×), making it easier to DI.
- The looping hits deal consistent damage (2%/1% → 1.5%; 14%-8% total → 11%).
- Up tilt:
- Up tilt has less startup (frame 9 → 7), with its total duration reduced as well (FAF 35 → 33).
- Due to the changes to the jostle mechanics, it is harder to connect against grounded opponents.
- It has more base knockback (50/60 → 85), but much less knockback scaling (100/90 → 61), removing its KO potential at very high percents.
- It has an altered animation, with Ivysaur looking more towards the screen and no longer performing a frontflip.
- Down tilt:
- Down tilt hits once instead of twice.
- It has less ending lag (FAF 38 → 32).
- It keeps the angle of the previous first hit rather than the second hit's (361° → 30°), increasing its effectiveness for gimping and setting up edgeguards.
- It deals less damage (2% (hit 1), 5% (hit 2) → 5.5%) and knockback (60 base/100 scaling → 50/65).
- It has a longer duration than the previous first hit, but still a shorter overall duration due to the removal of the second hit (frames 4-5, 9-10 → 4-6).
- Dash attack:
- The hitbox is placed farther horizontally (Z offset: 3u → 5.6u/6.4u/6.2u/6u/5.5u (clean), 1u → 3.6u/2.8u/2.5u/1.5u (late)), increasing its range.
- The clean hit has less knockback scaling (70 → 57), greatly hindering its KO potential, despite launching at a slightly higher angle (70° → 74°).
- The late hit launches at a slightly higher angle (70° → 73°).
- It has an altered animation, with Ivysaur performing a tackle rather than a headbutt.
- Forward smash:
- Forward smash has a longer duration (frames 15-18 → 15-20), although with a late hit during the last two frames that deals less damage (16% → 14%) and has smaller hitboxes (6u/5u → 5u/4u).
- The clean hit deals less knockback (20 base/99 scaling → 45/78), and can no longer lock or trip opponents at lower percents due to its higher base knockback.
- It starts charging earlier (frame 14 → 10), no longer having immediate startup when released.
- The sweetspot launches at a slightly higher angle when angled up (361° → 44°).
- Up smash:
- The topmost hitbox is larger (11u → 13u) and placed farther vertically (Y offset: 15u → 17u), increasing its already impressive range.
- It deals much less knockback (80 base/90 scaling → 78/78), no longer being the strongest in the game.
- It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.
- It has an altered animation, with Ivysaur raising its front legs before unleashing the spores.
- Down smash:
- Down smash has less startup (frame 16 → 13) and ending lag (FAF 54 → 46).
- All hitboxes except the innermost one deal more damage (8% → 8%/10%/12%), giving the move a ranged middlespot and sweetspot.
- The middlespot and sweetspot launch at lower angles (361° → 34°/30°) and deal more knockback (40 base/80 scaling → 45/50 base/84/77 scaling). Combined with their increased damage, this significantly improves the move's KO potential, no longer being the weakest down smash in the game.
Aerial attacks
- All aerials except neutral aerial have less landing lag (28 frames → 13 (forward), 10 → 7 (back), 22 → 11 (up), 28 → 13 (down)). In combination with the higher shieldstun for aerials compared to Brawl, this makes them much safer on shield.
- Neutral aerial:
- Ivysaur has a new neutral aerial: it points its bud towards the screen and spins its leaves. It hits eight times, up from seven.
- The looping hits are consistently active throughout and use a faster rehit rate, instead of possessing gaps between each hit (frames 4-5, 8-9, 12-13, 16-17, 20-21, 24-25 → 7-26; rehit rate: 3). They also have a lower hitlag multiplier (1× → 0.7×), and aside from the innermost hitbox, they use the autolink angle (90°/270° → 361°/367°). In combination with the weakening of SDI, this allows them to connect much more reliably, despite having a higher SDI multiplier (0.2× → 1.2×).
- The hitboxes are spread better around Ivysaur, more disjointed due to the new animation, and larger for the last hit (3u/6u/6u → 6.5u/6.5u/6.5u/6.5u), improving the move's range and coverage, despite the looping hits' smaller hitboxes overall (3u/6u/6u → 4.5u/4.5u/4.5u/4.5u).
- The last hit has altered knockback (10 base/220 scaling → 30/200), increasing its safety on hit at low percents. In combination with the changes to hitstun canceling, this also allows it to combo into a forward or back aerial from low to mid percents if Ivysaur does not land during it.
- It deals much less damage (2% (hits 1-7) → 1% (hits 1-7), 2% (hit 8); 14% total → 9%).
- It has more startup (frame 4 → 7) and landing lag (11 frames → 16).
- It auto-cancels later (frame 35 → 41), no longer doing so in a short hop.
- The last hit launches at a different angle (361° → 43°), removing its ability to lock opponents.
- Forward aerial:
- Forward aerial deals consistent damage (12%/10% → 12%).
- One of its hitboxes launches at a higher angle (80°/70°/60°/60° → 80°/70°/70°/60°), improving its consistency for KOing.
- The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
- It deals less knockback (35 base/103 scaling → 51/46/45 base/76/81/90 scaling), hindering its KO potential.
- It has smaller hitboxes (4u/4u/4u/2.5u → 3.6u/3.2u/3u/2u), slightly reducing its range despite the hitboxes being placed a bit farther horizontally (Z offset: 3.7u/3u/2.8u/2.8u → X offset: 0u/2u/3.8u/4u).
- Back aerial:
- Back aerial deals much more damage (2% → 3% (hit 1), 3%/2% → 6% (hit 2); 5%/4% total → 9%), no longer being the least damaging back aerial in the game. The second hit's knockback was not fully compensated (10 base/160/170 scaling → 25 base/118 scaling), improving its utility for edgeguarding.
- The first hit has more startup (frame 4 → 7).
- However, the second hit's startup remains unchanged, thus reducing the gap between both hits. This allows the move to connect more reliably, despite the first hit's increased knockback (20 base/20 scaling → 30/27).
- It can no longer auto-cancel in a short hop due to Ivysaur's higher gravity and faster falling speed.
- It has higher hitlag multipliers (0.5× → 0.8× (hit 1), 1× → 1.2× (hit 2)), making it easier to DI.
- Ivysaur does not extend its vines as far, reducing the move's range despite having slightly larger hitboxes (3u/4u/4u/2.5u → 4.2u/3.8u/3.4u/3u (hit 1), 4u/4u/4u/3u → 4.8u/4.4u/4u/3u (hit 2)).
- The first hit launches at a slightly lower angle (80° → 76°).
- Up aerial:
- Up aerial gives Ivysaur a weaker vertical boost downward (-1.8 → -0.3), making it less risky to use offstage. Ivysaur can still fall fast manually when using up aerial, allowing it to mix up its positioning when using the move.
- The hitboxes are placed higher (Y offset: 14u/9u → 20u/20u), improving its vertical range.
- The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
- It deals less damage (16% → 15%), and has altered knockback (32 base/97 scaling → 64/72). While this further aids in the move's combo potential at lower percents, it most significantly hinders its KO potential, despite launching at a higher angle (83° → 90°).
- The second hitbox is much larger (6u → 13u), matching the first hitbox, but due to its altered Y offset, both hitboxes now occupy the same space, the only difference being that the first one only affects grounded opponents and the second one only affects aerial opponents.
- Down aerial:
- Down aerial's sweetspot deals more damage (8% → 10%), dealing as much as the sourspot.
- The sweetspot deals more knockback (20 base/80 scaling → 27/80 (grounded), 9/98 (aerial)).
- The sweetspot is larger (2.2u → 4u) and placed lower (-9u → -13.5u), improving its range.
- The sourspot meteor smashes opponents like the sweetspot (50° → 270°). This allows the move to lock opponents more reliably, and combined with the removal of meteor canceling, significantly improves its effectiveness for edgeguarding.
- It halts Ivysaur's horizontal momentum for a significantly shorter time.
- The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos onstage even up to high percents.
- The sourspot deals much less knockback (32 base/92 scaling → 17/62 (grounded), 8/62 (aerial)), significantly hindering its KO potential onstage.
- The move gives Ivysaur a weaker vertical boost (0.8 → 0.3). Combined with Ivysaur's higher gravity and faster falling speed, this allows it to land faster after using the move, but makes it riskier to use offstage.
Throws and other attacks
- Grabs:
- Standing and pivot grab have larger hitboxes against grounded opponents (3u → 3.3u).
- Standing grab has less ending lag (FAF 50 → 43).
- Dash grab has smaller hitboxes against grounded opponents (3u → 2.6u), and all grabs have smaller hitboxes against aerial opponents (3u → 1.65u (standing, pivot), 1.3 (dash)).
- Pivot grab has more ending lag (FAF 36 → 45).
- Pummel:
- Ivysaur has a new pummel: it headbutts the opponent, rather than squeezing them with its vines.
- It deals more hitlag (5 frames → 14), but has less startup (frame 6 → 1) and much less ending lag (FAF 25 → 7), shortening its effective duration.
- It deals much less damage (3% → 1.3%).
- The speed of Ivysaur's throws is no longer weight-dependent.
- Forward throw:
- Ivysaur has a new forward throw: it tackles the opponent away, rather than tossing them with its vines.
- It has gained a hitbox before the throw, allowing it to hit bystanders.
- It deals more damage (8% → 5% (hit 1 and throw); 10% total).
- It releases opponents later (frame 16 → 17) and has more ending lag (FAF 34 → 38).
- The throw's knockback was not fully compensated for its reduced individual damage output (60 base/55 scaling → 80/60).
- Back throw:
- Back throw deals more damage (10% → 12%) with no compensation on knockback. This greatly improves its KO potential, allowing it to KO at around 130% near the edge.
- It releases opponents later (frame 18 → 20), with its total duration increased as well (FAF 34 → 36), making it easier to DI.
- Ivysaur no longer spins around once before the throw, but it has a more pronounced animation.
- Up throw:
- Up throw has a different animation, where Ivysaur jumps and bumps the opponent upward with its bud.
- It has gained a hitbox before the throw, allowing it to hit bystanders.
- It releases opponents later (frame 13 → 21) and has more ending lag (FAF 28 → 40).
- The changes to hitstun canceling and Ivysaur's faster jumpsquat allow up throw to combo into a neutral or up aerial from low to mid percents, and Vine Whip even up to high percents, despite its increased ending lag.
- It deals less damage (10% → 4% (hit 1), 5% (throw); 9% total), with knockback not fully compensated on the throw (70 base/72 scaling → 75/95). This greatly hinders its KO potential, no longer KOing at around 170% from ground level.
- Down throw:
- Down throw deals less damage (10% → 7%).
- It has altered knockback (83 base/50 scaling → 44/122). Combined with its lower damage and Ivysaur's faster jumpsquat, this turns it into an excellent combo starter until up to high percents, even gaining a KO setup into Vine Whip's sweetspot near the edge, while also granting it KO potential at very high percents.
- Floor attacks:
- Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack less startup (frame 24 → 21) and one more frame of intangibility (frames 1-22 → 1-23).
- It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
- It has less range (6u/6u/6u → 5u).
Special moves
- Bullet Seed:
- Bullet Seed has less ending lag (FAF 86 → 80).
- It fires a finishing seed when ended, which deals more damage (2% (clean), 1% (late) → 3%) with much more knockback (10 base/40 scaling → 100/46). Coupled with its reduced ending lag, this makes it less punishable.
- The seeds have altered knockback (10 base/40 scaling → 15/30) and launch at slightly higher angles (86°/80° → 90°/88°), allowing them to connect more reliably at higher percents.
- The seeds' late hits deal more damage (1% → 1.3%).
- It has more startup lag (frame 4 → 7).
- It no longer grants Ivysaur full intangibility on frames 1-3.
- It has a significantly shorter maximum duration, with Ivysaur firing a much smaller amount of seeds (35 → 11), lasting only around one second instead of four.
- The first hit and the seeds' clean hits deal less damage (4% → 3% (hit 1), 2% → 1.5% (clean seed)). Combined with the move's much shorter maximum duration, this significantly reduces its maximum damage (74% → 21%).
- The seeds have smaller hitboxes (6.2u → 4.5u (clean), 5u → 3.5u (late)).
- The seeds have a lower hitlag multiplier (1× → 0.5× (near), 0.8× (far)), but a a higher SDI multiplier (0.1× (near), 0.28× (far) → 0.5×).
- The finishing seed launches at a lower angle (86°/80° → 70°).
- Razor Leaf:
- Razor Leaf has less ending lag on the ground (FAF 51 → 49).
- Its random trajectory has been made significantly less variable, improving its consistency.
- It deals more knockback (30/18/5 base/50/50/30 scaling → 54/38/30 base/50/40/32 scaling), allowing it to keep opponents away more effectively.
- The universal increase to hitlag in Ultimate benefits Razor Leaf, as it uses the average hitlag multiplier of 1× unlike most other projectiles, increasing its advantage on hit.
- It has more startup (frame 22 → 24).
- It has more ending lag in the air (FAF 46 → 49).
- It has received negative shield damage (0 → -4/-3/-2), effectively dealing half its usual damage to shields.
- The mid and late hits have altered angles (70°/30° → 55°/40°).
- Vine Whip:
- Vine Whip no longer causes helplessness in the air, allowing Ivysaur to use it much more safely offensively, and to reattempt a failed recovery by using the move again or a directional air dodge.
- It can be angled upward and forward, increasing its versatility and making the sweetspot easier to land.
- The grounded version's sourspots deal more and consistent damage (7%/8%/9%/10% → 11%), matching the aerial version.
- It has less startup (frame 22 (grounded), 21 (aerial) → 15). In combination with its new ability to be angled, and the changes to hitstun canceling, this greatly improves its utility as a combo finisher.
- 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.
- The aerial version's sweetspot has less base knockback (80 → 70), no longer being stronger than the grounded version.
- It tethers the ledge slightly later (frame 9 → 13).
- Pokémon Change:
- 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.
- It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
- It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
- It no longer resets stale-move negation, effectively weakening Charizard when Ivysaur switches.
- It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
- Triple Finish:
- Triple Finish deals less total damage (58% → 44.3%).
- It has a different text box, more closely resembling its appearance in the Generation VII games.
|Charizard====Aesthetics===
- Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games. Its legs and arms are more defined, and the flame on its tail is more vibrant.
- During normal matches, Charizard uses the Pokémon Trainer's stock icon, name call, and Boxing Ring title instead of having its own. However, its own stock icon is seen in the Spirits mode as both a playable character and an enemy.
- Charizard moves in a wave-like motion during its dash animation, similar to Lugia on the title screen for Pokémon SoulSilver. [3]
- Charizard now hangs onto the ledge with one hand instead of two.
- Charizard has two new taunts: one where it stands upright for its up taunt (similar to Ridley's down taunt), and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.
- While maintaining its Flare Blitz victory pose from Smash 4, Charizard regains its victory pose from Brawl where the Pokémon Trainer pets its neck, replacing the roaring victory pose from Smash 4.
Attributes
- Charizard is once again part of Pokémon Trainer, allowing it to switch to Squirtle and Ivysaur.
- Like all characters, Charizard's jumpsquat animation lasts 3 frames (down from 7).
- Charizard walks slightly slower (1.2 → 1.187).
- Charizard's initial dash speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.
- Charizard runs faster (2 → 2.2).
- Charizard's air speed is much higher (0.92 → 1.103).
- Charizard has significantly higher traction (0.04 → 0.11), no longer being tied with Mewtwo for having the second lowest traction in the game. This allows it to punish opponents out of shield much more easily.
- Charizard moves its head to a less vulnerable position during forward air, down smash, standing grab, and when hanging on the ledge.
- Charizard now has hurtboxes on the base of its wings.
- Charizard's midair jumps' animations have been changed to be more distinguishable from each other.
- Charizard's falling speed and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its tomahawk and overall neutral game.
- Charizard once again possesses hurtboxes on its wings like in Brawl, making it easier to hit from above.
- Charizard takes small amounts of damage while swimming. It shares this attribute with Sonic, Inkling, and Incineroar.
- Forward roll grants less intangibility (frames 4-18 → 4-16).
- Back roll has more startup with less intangibility (frames 4-18 → 5-17), and more ending lag (FAF 33 → 38).
- Spot dodge has more ending lag (FAF 28 → 29).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 50).
- Air dodge's animation has been altered.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole combo to connect more smoothly.
- The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).
- The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and jab lock more consistently, but removes their jab cancel setups against grounded opponents.
- The last hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing the attack range.
- Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.
- Forward tilt:
- Forward tilt has a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the z-axis.
- It has less ending lag (FAF 43 → 38).
- It has more startup lag with a shorter duration (frames 11-13 → 12-13).
- The sweetspot deals more knockback (40 base/100 scaling → 45/104).
- Up tilt:
- Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.
- In addition to the hitbox above Charizard, it possesses new hitboxes covering its wings as they spread out. This increases the move's lateral range above Charizard, although due to the high placements of these hitboxes, it still cannot effectively hit grounded opponents at Charizard's sides.
- It has a shorter hitbox duration (frames 9-13 → 9-12).
- It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°) and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). It can no longer KO opponents below 200%, and the new angle and ending lag hurt the move's combo ability.
- Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes extend upward during the active frames. This makes it easier for opponents' aerial attacks to trade with Charizard.
- Down tilt:
- Down tilt no longer has a windbox drawing opponents in.
- The changes to jostle mechanics allow down tilt to connect better against nearby opponents despite the removal of the windbox.
- The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.
- It features a tighter animation.
- Dash attack:
- Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.
- Dash attack deals more shieldstun (1x → 1.5x) which, combined with the increased damage, makes it safer against shielding opponents.
- Forward smash:
- Charizard no longer breathes fire during forward smash's animation.
- Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)). This considerably improves its KO potential.
- Forward smash grants more intangibility (frames 22-25 → 20-24).
- Up smash:
- Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).
- The outermost hitbox on the first hit now uses the 368° autolink angle instead of weakly meteor smashing them in place, allowing it to consistently link into the second hit.
- Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, although to a much lesser extent compared to up tilt.
- Down smash:
- The knockback scaling and angles on down smash's hitboxes close to Charizard have been homogenized with the tipper hitboxes (KBG: 85 → 79; angle: 46° → 33°). Despite the move's lower knockback scaling, the more horizontal angle improves its KO ability.
Aerial attacks
- All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).
- Neutral aerial:
- Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use off-stage.
- Its animation has been sped up. This shortens the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.
- The auto-cancel window is unchanged, increasing the move's ending lag before it can auto-cancel.
- Forward aerial:
- Forward aerial has less ending lag (FAF 47 → 46).
- It no longer auto-cancels in a short hop, as Charizard's faster falling speed causes its auto-cancel window to fall short by one frame.
- The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its range.
- Back aerial:
- Back aerial's animation has been rotated slightly to prevent issues with the z-axis. The last active frame is now directly behind Charizard, increasing the move's vertical range and enabling it to punish opponents from below.
- The first active frame does not contain the 16% sweetspot.
- Up aerial:
- Up aerial auto-cancels earlier (frame 41 → 38).
- The move's initial auto-cancel window has been shortened (frames 1-4 → 1-3)
- Down aerial:
- Down aerial's lower landing lag alongside the removal of teching for grounded meteor smashes enable it to function as a potent combo starter onstage. The sweetspot also has a longer duration (frames 18-20 → 18-21).
- The clean hit has received a sourspot on Charizard's body that does not meteor smash, making it slightly harder to use for edgeguarding. The late hit also has a shorter duration (frames 21-26 → 22-25).
- It auto-cancels later (frame 41 → 42).
- Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).
- Down aerial's animation has been altered.
- Down aerial's landing animation no longer causes Charizard's tongue to clip through its head.
Throws and other attacks
- Grabs:
- Standing grab has been moved forward (Z offset: 5-13.6 → 7.5-16), improving its range.
- Dash grab extends further (Z offset: 5-12.3 → 5-16.5), improving its range.
- All grabs have more ending lag (FAF 34 → 40 (standing), 42 → 46 (dash), 40 → 43 (pivot)).
- Dash and pivot grab have more startup (frame 10 → 11 (dash), 11 → 12 (pivot)).
- Pivot grab doesn't extend as far (Z offset: 4-17.6 → 4-17.2), worsening its range.
- Standing and dash grab's animations have been altered, with Charizard lunging farther forward, matching their increased range.
- Pummel:
- Pummel deals less damage (2% → 1.6%).
- It has much less ending lag (FAF 17 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.
- Relative to the rest of the cast, Charizard's pummel is among the slowest but most damaging, rather than average on both accounts.
- Forward throw:
- Forward throw deals more knockback (60 base/65 scaling → 63/70).
- Charizard spreads its arms out during the ending animation of forward throw.
- Back throw:
- Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to DI, but gives it more ending lag.
- Despite this change, it has increased combo ability due to Charizard's much faster initial dash speed and jumpsquat.
- Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to DI, but gives it more ending lag.
- Down throw:
- Down throw deals less hitlag, allowing it to execute faster.
- Down throw's looping hits now deal knockback to bystanders (0 (base)/0 (scaling) → 0/100).
- It has slightly more ending lag (19 → 22 frames), hindering its combo potential.
- The decreased hitstun in tumble knockback exacerbates this nerf.
- It has an altered animation where Charizard hovers slightly while breathing fire onto the opponent.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Flamethrower:
- Flamethrower's color is more vibrant compared to in Smash 4.
- Flare Blitz:
- Flare Blitz deals drastically more damage (4% → 6% (hit 1), 15% → 18% (hit 2); 19% → 24% (total)).
- Flare Blitz deals more knockback, KOing middleweights under 80% from the center of Final Destination.
- The tumble animation following Flare Blitz's collision cannot be jab locked.
- Grounded Flare Blitz has more range below it, being capable of hitting every character lying on the ground and a few hanging on the ledge.
- Flare Blitz is now only able to grab the ledge starting frame 45 (about two-thirds of the way).
- Flare Blitz causes Charizard to emit orange flames on startup instead of glowing blue. Its flame effects are much more intense.
- Charizard's voice is now louder when using the move, allowing players to hear it without adjusting the Sound settings.
- Fly:
- Fly no longer suffers RCO lag.
- Due to rage being changed to not affect hitboxes with set knockback, Fly no longer launches opponents away from the rest of the hits when Charizard has rage, allowing it to connect more reliably.
- Pokémon Change:
- Since Charizard has returned to Pokémon Trainer's team, Rock Smash has been replaced with Pokémon Change. While this reduces Charizard's own defensive capabilities, it can now change places with Squirtle and Ivysaur to adapt to certain situations.
- The removal of Rock Smash hinders Charizard's landing options and eliminates one of its finishers.
- Pokémon Change is much faster, as it does not need to load the next Pokémon during every switch. The quicker switch time allows it to potentially combo into another Pokémon's moves, work akin to an air dodge, or supplement the Pokémon's recovery.
- Pokémon Change can now be used in the air. Like in Brawl, it also offers brief intangibility upon switching out.
- Spamming Pokémon Change will grant no invincibility frames for a period of time. It also has a cooldown of 140 frames (2.33 seconds), which can be skipped via a special move.
- Since Charizard has returned to Pokémon Trainer's team, Rock Smash has been replaced with Pokémon Change. While this reduces Charizard's own defensive capabilities, it can now change places with Squirtle and Ivysaur to adapt to certain situations.
- Final Smash:
- Triple Finish replaces Mega Charizard X with the return of Pokémon Trainer.
- Triple Finish has an updated animation, and its textbox closely resembles the textboxes in the Generation VII Pokémon games.
- Charizard now fires five Fire Blasts in a row.
- As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.
|Diddy Kong====Aesthetics===
- Due to the aesthetic used in Ultimate, Diddy Kong's model features a more subdued color scheme. Like Donkey Kong, fur is less detailed and appears flatter. The fabric of his hat and shirt have subtle detail, and his facial proportions have been tweaked.
- Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a small item.
- Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.
- Diddy Kong's hat has greater independent physics; it appears to be "looser" around his head, popping off slightly while performing many actions.
- Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.
Attributes
- Like all characters, Diddy Kong's jumpsquat animation takes 3 frames to complete (down from 4).
- Diddy Kong runs faster (1.824 → 2.006).
- His initial dash is significantly faster (1.7 → 2.09).
- Diddy Kong walks faster (1.25 → 1.313).
- Diddy Kong's air speed is higher (0.88 → 0.924).
- Diddy Kong's traction is much higher (0.0484 → 0.093).
- Diddy Kong is lighter (93 → 90), worsening his endurance.
- Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
- Back roll has more ending lag (FAF 28 → 34).
- Spot dodge has less ending lag (FAF 26 → 24).
- Spot dodge has more startup and grants less intangibility (frame 2-16 → 3-14).
- Air dodge grants more intangibility (frames 2-26 → 2-27).
- Air dodge has significantly more ending lag (FAF 32 → 45).
Ground attacks
- Neutral attack:
- The first and second hits have significantly less ending lag (FAF 34 → 20 (hit 1), 37 → 21 (hit 2)), no longer being among the slowest to interrupt.
- The first and second hits have altered angles (105°/78°/45° (hit 1), 100°/78°/45° (hit 2) → 361°/180°) and knockback (16/18/24 set/100 scaling → 25/20 base/25/15 scaling (hit 1), 20 base/25/15 scaling (hit 2)) to keep opponents on the ground and closer to Diddy Kong, akin to other neutral attacks. This allows them to connect better and jab lock.
- The first hit transitions into the second hit faster (frame 9 → 6), which transitions into the third hit faster (frame 9 → 7). The third hit also has less startup lag (frame 9 → 5).
- The first hit can be held for a consecutive jab.
- The infinite portion has been removed; the third hit instead launches at a different angle (90°/85°/60° → 361°) and no longer deals set knockback (25/37 set/100 scaling → 60 base/80 scaling).
- This makes the neutral attack much more consistent, no longer risking opponents escaping it before the final hit and punishing Diddy Kong. The third hit also has less ending lag compared to the previous neutral infinite's finisher (FAF 39 → 35).
- However, the move deals much less damage overall as a result, despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared to the previous neutral infinite's finisher, no longer KOing under 300% from the center of Final Destination.
- All hits have a shorter hitbox duration (2 frames → 1 frame).
- All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)).
- The third hit has an altered animation, being a side kick rather than a back kick.
- Forward tilt:
- Forward tilt's arm hitboxes have a longer duration (1 frame → 2 frames), and the hand hitboxes retain full damage for longer before transitioning to sourspots (1 frame → 3 frames), improving the consistency of both the range and damage output of the move.
- Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60), and launches at a higher angle (361° → 45°). This increases it safety on hit at low percents, but more drastically reduces its KO potential, and removes its ability to lock.
- Up tilt:
- Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.
- It has an altered animation where Diddy Kong does not leap as high, decreasing its vertical range. It can no longer hit opponents on the middle platforms in Battlefield.
- Down tilt:
- Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
- It is also lower down (Y offset: 2.25 → 1.8).
- Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
- Dash attack:
- Dash attack has less startup (frame 9/18/24 → 8/16/22) and ending lag (FAF 46 → 41), improving its combo potential.
- Due to the changes to jostle mechanics, it can no longer whiff if initiated too close to an opponent.
- The first and second hits have lower hitlag multipliers (1× → 0.5× (hit 1), 0.8× (hit 2)) and an additional hitbox, as well as different launch angles for aerial opponents, with the second hit's also being larger (3.5u → 4u), allowing the move to connect more reliably.
- The second and third hits have a longer hitbox duration (1 frame → 2 frames).
- The third hit launches at a slightly higher angle (78° → 83°).
- Diddy Kong sports an angry expression at the third hit.
- Forward smash:
- The first hit uses different angles (90°/60°/30° → 10°/45°/80°/22° (clean), 0° (late)) and set knockback values (28/35/42 → 20/35/25/42 (clean), 20 (late)), as well as weight-independent knockback, allowing it to connect more reliably into the second hit.
- The second hit has one frame less startup (frame 22 → 21).
- However, its total duration remains unchanged, giving it one frame more ending lag.
- Up smash:
- The first and second hits have received various changes to their angles and set knockback, and the second hit uses weight-independent knockback like the first, allowing the move to connect more reliably.
- The third hit deals more knockback (50 base/129 scaling → 55/131).
- Down smash:
- Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).
- The second hit has less startup (frame 16 → 14).
- However, it has a shorter hitbox duration (frames 16-18 → frame 14), and the move's total duration remains the same, giving it more ending lag.
- Both hits have two hitboxes instead of three, which are smaller (4u/4u/5u → 3.9u/3.3u).
- The first hit has more startup (frame 6 → 9).
Aerial attacks
- All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).
- Neutral aerial:
- Neutral aerial has regained its much faster auto-cancel window from Brawl (frame 59 → 27), allowing it to auto-cancel in a short hop fast fall once again.
- It has noticeably larger hitboxes (2u → 3.5u).
- Forward aerial:
- Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).
- It has an altered animation where Diddy Kong does not spin as much.
- Up aerial:
- Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from Smash 4 prior to update 1.0.8. This allows it to combo slightly better into itself.
- It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.
- The animation at the beginning of the move has been sped up with its hitbox duration unchanged, creating a blind spot in front of Diddy Kong.
- Down aerial:
- Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
Throws and other attacks
- Grabs:
- All grabs have more startup (frame 6 → 7 (standing), 8 → 10 (dash), 9 → 11 (pivot)) and ending lag (FAF 32 → 37 (standing), 39 → 45 (dash), 37 → 40 (pivot)).
- All grabs have less range (Z2 offset: 8.3u → 7.8u (standing), 9.9u → 9.5u (dash), 13.9u → 13.6u (pivot)).
- Diddy Kong uses one hand to grab instead of both. He also has a surprised expression if he misses his grab.
- Pummel:
- Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and significantly less ending lag (FAF 17 → 7), shortening its effective duration.
- It deals less damage (2% → 1%).
- It has an altered animation where Diddy Kong no longer hops off the ground while pummeling.
- Up throw:
- The faster knockback physics hinder up throw's combo potential at high percents, no longer having a KO setup into up aerial unless initiated at the top platform of Battlefield.
- Down throw:
- Down throw has less ending lag (FAF 35 → 32), improving its combo potential.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Peanut Popgun:
- Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
- However, its total duration remains unchanged, giving it more ending lag.
- It has gained a melee hitbox that deals 3%, increasing its utility at point blank range by allowing it to rack up more damage and negate reflectors.
- The peanuts deal more damage (3.6%-12% → 4.8%-13.8%).
- Diddy Kong's animation for Peanut Popgun is mirrored, and he can fire with either his left or right hand.
- Peanuts bounce once upon hitting the ground, and float upwards before exploding upon hitting an opponent, although these animations are only aesthetic.
- Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
- Monkey Flip:
- Monkey Flip has less startup lag (frame 20 → 18).
- The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).
- The jump attack now immobilises the opponent for a minimum of 20 frames if the hitstun is less than 20 frames, improving its gimping potential and its safety when used onstage.
- It has more ending lag (FAF 44 → 48).
- The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.
- Rocketbarrel Boost:
- Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).
- It grants slightly more distance when uncharged.
- Its maximum charge time has been significantly reduced (90 frames → 60), to the point the fully charged version barely grants more distance than the uncharged version if used while falling, greatly hindering Diddy Kong's recovery.
- Banana Peel:
- Diddy Kong throws the Banana Peel in a higher arc, causing it to take longer to pick up afterwards.
- The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged.
- The move has a snappier animation.
- Final Smash:
- Diddy Kong has a new Final Smash, Hyper Rocketbarrel, which functions differently from Rocketbarrel Barrage. Diddy Kong flies through the stage in an erratic fashion to punch his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed punch, dealing heavy knockback. Diddy Kong then lands and deactivates his Rocketbarrel Pack at the spot where he first used the move.
|Lucas====Aesthetics===
- As with other previous downloadable fighters in SSB4, Lucas' appearance is largely unchanged, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. Like Ness, the detailing on his clothes and weapons are more prominent, such as the stitching on his socks. Additionally, his hair is more defined, and his skin tone is slightly tanned.
- The Rope Snake's scales are more pronounced.
- Lucas faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some. However, he reverts to Ness' previous idle animation while holding a small item.
- Lucas has a new idle pose where he points to his forehead with his eyes closed with his leading hand then waves it in front of him. It replaces the animation of Lucas waving his fists in front of him.
- Lucas is more expressive. His eyes are now more prominent when using his attacks, as well as his new facial features when hit.
- Lucas' PSI graphic effects have been changed: they are now dominantly light blue instead of magenta, closely resembling the colors of PK Love in Mother 3.
- Lucas' left-inputted victory pose now has light glow from where the Needle is pulled, as well as glittery particle effects coming from its trail. Lucas also strikes a different pose.
- As with Ness, Lucas has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.
- As with all previous downloadable fighters in SSB4, Lucas now has a unique Palutena's Guidance conversation.
Attributes
- Like all characters, Lucas's jumpsquat animation takes three frames to complete (down from 5).
- Lucas dashes faster (1.5 → 1.65).
- Lucas's initial dash is faster (1.3→1.815).
- Lucas walks slightly faster (0.85 → 0.893).
- Lucas' air speed is slightly higher (1.1 → 1.155).
- Lucas jumps higher.
- Because footstools can now be teched, Lucas's d-throw/up-air into Footstool combo game has been removed.
Ground attacks
- Neutral attack:
- Dash attack:
- Dash attack has less startup (frame 15 → 13), less ending lag (FAF 39 → 38) and a longer hitbox duration (frames 13-15 → 13-17).
- Dash attack has increased knockback scaling (70 → 81), increasing its KO power.
- Forward tilt:
- Sweetspot forward tilt deals more base knockback (30 → 55) and knockback scaling (75 → 80), increasing its KO power.
- The sweetspot also has a bigger hitbox during the first 2 active frames (4.7u → 5.6u).
- Sweetspot forward tilt deals more base knockback (30 → 55) and knockback scaling (75 → 80), increasing its KO power.
- Up tilt:
- Up tilt has less ending lag (FAF 37 → 34).
- Up tilt now uses the electric effect.
- Down tilt:
- Down tilt deals more damage (3% → 5%).
- Down tilt's close hit has more vertical angle (76 → 84), allowing more consistent follow-ups.
- Down tilt has increased base knockback (18/8 → 20/10) and combined with its higher damage, makes it easier to combo at lower percent.
- Down tilt has an altered animation and its far hit was removed, lowering its vertical range.
- Forward smash:
- Forward smash has slightly less ending lag (FAF 47 → 46).
- Sweetspotted forward smash has higher knockback growth (88 → 91).
- The reflector activates later with a shorter duration (frame 10-19 → 11-19).
- Up smash:
- Up smash's hitboxes are handled differently. The new hitbox positions jitter a bit more without affecting the total reach of the move.
- All up smash's second hit hitboxes deal 2% more damage (19/18/16/14/12% → 21/20/18/16/14%) without their knockback compensated, increasing their KO power.
- The hitboxes in the second hit are all smaller (12u/11u/10u/8u/6.5u → 11u/10u/9u/6u).
- Up smash has more active frames (frames 30-53 → frames 30-55) due to having an additional hitbox.
- Up smash has more invulnerability during startup (frames 1-4 → 1-7).
- Because Up-smash's Charge Hold is on frame 4 and the invulnerability was increased to 7, Lucas now has 3 frames of invulnerability after releasing Up-smash
- Down smash:
- Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.
- All hits of down smash have increased active frames (2 → 3 frames).
- The three hits of Lucas's down smash now reset between hits, allowing it to hit opponents or shields multiple times.
- The individual hits of down smash deal significantly less shield damage to compensate (0/0/0 → -10/-8/-6).
Aerial attacks
- All aerials except grab aerial have less landing lag (13 frames → 12 (neutral), 12 → 7 (forward), 15 → 9 (back), 12 → 7 (up), 24 → 16 (down)).
- Neutral aerial:
- Neutral aerial has much larger hitboxes (5.3u (loop)/8u (last) → 6.9u/10.2u).
- Neutral aerial is harder to SDI out of, despite retaining its 2x modifier, as its hitlag has been reduced (1 → 0.44).
- The looping hitbox has fewer active frames (frames 7-23 → 7-21), consequently reduces the maximum number of hits to 4, reducing its total damage (12% → 10%).
- Neutral aerial now sends opponents behind or in front of Lucas depending on which part of the hitbox hits the last hit. This makes it more difficult to guarantee combos with.
- Although this grants it followups with back aerial which it didn't have before.
- Lucas appears furious during the ending hitbox rather than looking scared.
- Forward aerial:
- Forward aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
- Forward aerial's sweetspot deals more damage (11.5% → 12.5%), launches at lower angle (46° → 42°), and has increased knockback scaling (97 → 103), significantly improving its KO potential, even beyond its power in Brawl.
- Back aerial:
- Back aerial auto-cancels earlier (frame 39 → 34), enabling it to auto-cancel out of a short hop.
- Back aerial has more active frames (frames 15-20 → 15-22), giving it additional vertical range below Lucas and allowing it to hit small targets.
- The sweetspot for aerial opponents has a shorter duration (15-20 → 15-19).
- Back aerial can now spike grounded opponents. While this benefits from opponents' inability to tech grounded spikes, this hinders its ability to send grounded opponents offstage from behind him.
- Up aerial:
- Up aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
- Up aerial's hitbox is now attached to Lucas's head. This removes its blindspot and increases its range.
- The main hitbox is now extended and an extra hitbox is added behind him on frames 8-10, giving the move a noticeable disjoint behind Lucas.
- A motion trail has been added above Lucas's head to indicate the hitbox's new pattern.
- Up aerial has much less ending lag (FAF 46 → 32).
- Up aerial has increased active frames (frames 7-9 → 7-10), giving it additional horizontal range, and improving its juggling potential.
- Up aerial deals less damage (13% → 11%) without full compensation on its base knockback (10 → 20), giving it considerably less KO power.
- However, its higher base knockback combined with its lower ending lag makes it safer on hit at low percents.
- Down aerial:
- Down aerial’s first three hits connect more reliably due to altering angle (90° → 363°)
- Down aerial now pushes grounded opponents away from its hitboxes, rather than picking them up from the ground as in Smash 4.
- Down aerial’s hitboxes at Lucas’ feet are smaller (5u → 4.2u (Hits 1-3)/6.9u → 5.5u (Final hit)) and has an altered hitbox placement (Y offset: -5 → -4), decreasing its range below Lucas.
- Grab aerial:
- Grab aerial has less range.
- Grab aerial has more active frames (9-19 → 9-21).
- Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5% (snake head)/3% (arm and snake body)).
- Grab aerial has less ending lag (FAF 60 → 52).
- Grab aerial can be double jump canceled, allowing Lucas to use it very close to the ground to start combos and approach.
Throws and other attacks
- Grab:
- The endings of Lucas's grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.
- Lucas's animation when holding a grabbed opponent has been altered; he now holds Rope Snake in one hand and uses the other to hold the opponent in place with telekinesis.
- Lucas now looks angry during his grab animation.
- Lucas's grabs all have less active frames (8 frames → 6 frames).
- Lucas's standard grab has one frame more ending lag (FAF 46 → 47).
- Lucas's dash grab has one frame less ending lag (FAF 56 → 55).
- Pummel:
- Lucas's pummel animation now has him attack the grabbed opponent with PSI.
- Forward throw:
- Lucas has a new forward throw animation, where he throws the opponent with one hand instead of two.
- Forward throw has increased knockback scaling (65 → 69).
- Back throw:
- Lucas has a new back throw: a telekinetic underhand throw backwards.
- Up throw:
- Up throw has increased knockback (78 base/69 scaling → 77/73).
- Down throw:
- Lucas has a new down throw animation. Lucas lifts the opponent in the air using telekinesis, then forcefully slams them into the ground, sending them up and away.
- Down throw deals more damage (6.5% → 11.0%) and thus more knockback.
- Down throw has more ending lag (FAF 50 → 58), reducing its combo potential at low percentages due to its increased knockback (78 → 100 (base)/51 → 32 (growth)) and removes his KO confirm from an up aerial at higher percentages, which was one of his more potent finishers in Smash 4.
Special moves
- PK Freeze:
- Lucas's animations during the move have been tweaked; Lucas himself now completely faces the screen, and the particle effects of the explosion now feature the PK Freeze graphic effects from Mother 3.
- PK Freeze deals 1% more damage on all charges (9%-22% → 10%-23%).
- PK Freeze deals more knockback (80 (base)/21 (growth) → 35/60).
- The projectile travels faster.
- The projectile can now travel through soft and semisoft platforms.
- PK Freeze no longer dissipates upon making contact with hard platforms and can instead be held at the ground until the move is fully-charged.
- The projectile now launches opponents at a horizontal angle (80° → 34°) away from Lucas (no matter which direction he faces), making it better for edgeguarding and KO'ing.
- Lucas no longer becomes helpless when firing PK Freeze in the air.
- Fully charged PK Freeze has more startup (89 → 92) and ending lag (116 → 119).
- Lucas's animations during the move have been tweaked; Lucas himself now completely faces the screen, and the particle effects of the explosion now feature the PK Freeze graphic effects from Mother 3.
- PK Fire:
- Lucas's hands now feature a red spark until PK Fire is fired, similarly to his finger in his down smash animation. The same spark appears when PK Fire successfully connects. PK Fire graphics from Mother 3 now appear when Lucas fires it and when it bursts.
- PK Fire has slightly increased damage (9% → 10%).
- PK Fire has increased knockback growth (97 → 110) and launches at slightly lower angle (45° → 42°).
- PK Thunder:
- Lucas's PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from Smash 4, PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from Mother 3.
- PK Thunder's electric ball travels faster.
- Grounded PK Thunder has less ending lag.
- It has an angle indicator when the ball of lighting moves close to Lucas. While this allows for the player to more accurately determine the trajectory Lucas will travel during PK Thunder 2, it also makes it more predictable to opponents.
- PK Thunder 2:
- Lucas's momentum at the end of PK Thunder 2 is lower, slightly shortening its recovery distance.
- PK Thunder 2 has less landing lag.
- PK Thunder 2 deals less damage when all hits connect. (35.5% → 32.5%)
- PK Thunder 2 last hit now triggers Special Zoom.
- The window for using PK Thunder again after bouncing against a wall is much bigger.
- PSI Magnet:
- PSI Magnet now features its PSI graphics from Mother 3 upon use. Lucas' back is angled lower in the end of his animation, similar to the beginning of his run animation in Mother 3.
- PSI Magnet's launching hitbox is now extended (Z offset: 12 → 7-9), however isn't as far out, reducing its maximum reach but making it more consistent at hitting opponents close to Lucas.
- PSI Magnet now features a Windbox on frame 7 which drags opponents closer to the PSI Magnet's hitbox.
- This windbox doesn't scale with the opponents % when Lucas is on the ground, but it does in the air
- PSI Magnet no longer halts Lucas's momentum in the air. This prevents Lucas from being able to use it to mix up his landing as effectively.
- PSI Magnet begins absorbing sooner (10 → 7 frames) and has less ending lag (36 → 28 frames).
- PK Starstorm:
- PK Starstorm is now similar to its Brawl iteration, firing meteors inwards towards the center of the stage, but at a slower rate and with slower meteors. His pose during the move no longer reuses Ness's Final Smash animation and is instead replaced with one reminiscent of his animation in Brawl. Lucas is also assisted by Kumatora and Boney. Like his other PSI moves, the move features graphics from PK Starstorm's animation in Mother 3, including the background from the Final Boss.
- However, the trajectory of the meteors can still be angled.
- PK Starstorm is now similar to its Brawl iteration, firing meteors inwards towards the center of the stage, but at a slower rate and with slower meteors. His pose during the move no longer reuses Ness's Final Smash animation and is instead replaced with one reminiscent of his animation in Brawl. Lucas is also assisted by Kumatora and Boney. Like his other PSI moves, the move features graphics from PK Starstorm's animation in Mother 3, including the background from the Final Boss.
|Sonic====Aesthetics===
- Sonic's design is largely the same as it was in SSB4, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. His fur is now lightly detailed, and his shoes appear more polished.
- Sonic is much more expressive than in Smash 4, as he now has a sly grin while dashing and now frowns when using his up tilt, forward smash, forward throw, and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in Brawl, such as not looking impatient during his foot-tapping idle animation and not grinning while waving his finger.
- Sonic's head quills have greater independent physics, resembling how their movement was in Brawl.
- Two of Sonic's victory poses have been tweaked:
- His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprint off-screen twice before appearing. He also grins instead of smirking, like in Brawl.
- His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it.
- Though Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that it appears more natural.
Attributes
- Like all characters, Sonic's jumpsquat animation takes 3 frames to complete (down from 5).
- Sonic walks faster (1.375 → 1.444).
- Sonic runs faster (3.5 → 3.85).
- Sonic's initial dash is significantly faster (1.5 → 2.31), now being the 3rd fastest.
- Sonic's traction has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish out of shield.
- Sonic's air speed is faster (1.15 → 1.208).
- Sonic falls faster (1.45 → 1.65).
- Sonic's fast-fall is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.
- Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than Zelda and being lighter than Little Mac, worsening his endurance. While this change would make him less susceptible to combos, this is prevented by his faster fall speed.
- Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
- Back roll has more ending lag (FAF 28 → 34).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 51).
- The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to Spring Jump not causing helplessness, he can get additional distance with a directional air dodge after using it.
- Sonic takes a slight amount of damage per second when swimming. He shares this trait with Charizard, Inkling, and Incineroar.
- His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).
Ground attacks
- Neutral attack:
- The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/361° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 set/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but have gained hitstun modifiers (0 → 8 (hit 1), 4 (hit 2)). This allows them to connect more reliably, and the second hit to lock opponents.
- Consecutive uses of the first hit are faster (13 → 10 frames).
- The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).
- The third hit launches at a lower angle (50° → 361°), allowing it to force opponents offstage more effectively and set up tech-chases.
- All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- The first hit has had its three large hitboxes replaced with four smaller ones (3u/3.5u/4u → 1.4u/1.4u/1.6u/1.6u). The second and third hits have smaller hitboxes as well (4u/3.4u/3u → 2.3u/2.3u/2.8u (hit 2), 3u/3.5u/5u → 2.6u/2.6u/3.6u (hit 3)).
- The second hit deals less damage (2% → 1.5%).
- The third hit has a shorter hitbox duration (frames 4-6 → 4-5).
- The third hit has a slightly different animation.
- Forward tilt:
- The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.
- The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.
- Up tilt
- Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).
- However, its total duration remains unchanged, giving it more ending lag. This completely removes its combo potential.
- The first hit's late portion no longer uses the autolink angle (365° → 95°).
- The first active hitbox is slightly smaller (5.5u → 5.2u).
- Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).
- Down tilt:
- Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 base/80 scaling → 40/100), improving its combo potential.
- It returns Sonic to his original position after kicking, rather than moving him forward, making it safer to use for spacing.
- Dash attack:
- Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times, although its total damage remains intact (1% (hits 1-3), 3% (hit 4) → 6% (clean)). It also deals less knockback to compensate for the single hit's greater damage relative to the previous version's final hit (80 base/125 scaling → 88/80 (clean), 93/80 (late)).
- It has much less ending lag (FAF 62 → 50).
- The late hit has gained a shieldstun multiplier of 1.57×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.
- It launches at a lower angle (70° → 60°), hindering its KO potential.
- Forward smash:
- Sonic's arm stretches out further during the punch, improving its range.
- Up smash:
- Up smash has less startup lag (frame 19 → 18).
- However, its total duration remains unchanged, giving it more ending lag.
- Up smash's looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.
- The first hit launches opponents towards Sonic (90° → 95°), while the looping hits have a lower SDI multiplier (0.6× → 0.5×), and both use weight-independent knockback, allowing them to connect more reliably.
- The last hit has increased knockback scaling (165 → 170), improving its KO potential.
- Up smash has less startup lag (frame 19 → 18).
- Down smash:
- Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.
Aerial attacks
- All aerials have less landing lag (16 frames → 10 (neutral), 26 → 16 (forward), 30 → 15 (back), 21 → 13 (up), 38 → 21 (down)).
- Forward aerial:
- Forward aerial's multi-hits consist of one large hitbox instead of four smaller ones (2u → 5.5u), which uses the autolink angle (130°/60°/200°/340° → 367°) and has more set knockback (30 → 40), allowing them to connect more reliably. They also have a lower hitlag multiplier (1× → 0.7×), making them harder to SDI out of.
- Back aerial:
- Back aerial's late hit has much less knockback scaling (100 → 76), significantly hindering its KO potential.
- Up aerial:
- Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.
- The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).
- Down aerial:
- Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).
- Its meteor smash hitbox is slightly larger (3.5u → 3.6u).
- This allows for the aerial meteor smash to be landed much more easily.
- However, this reduces the clean hit's duration against grounded opponents.
- The late hit deals more knockback (80 base/70 scaling → 75/80).
- The late hit has gained a sourspot that deals less damage (7% → 5%) without compensation on knockback.
- Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).
- Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).
- Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).
- Pummel:
- It deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
- It has a slightly different animation.
- Forward throw:
- Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).
- It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.
- It has significantly less knockback scaling (100 → 75), no longer KOing at high percents.
- Up throw:
- Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.
- Down throw:
- Down throw's release deals more damage (4% → 5%), with its base knockback compensated (80 → 75).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Homing Attack:
- Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 22-34 → frames 15-82).
- It has less startup when uncharged (frame 22 → 15), allowing it to be comboed into from other moves.
- It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.
- It launches Sonic at a straighter trajectory towards opponents, improving its accuracy.
- It incurs less ending lag upon hitting an opponent (FAF 32 → 27), allowing it to combo into other moves at certain percentages.
- It has larger hitboxes (3.5u/3.5u → 5u/5u).
- It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in Smash 4, despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.
- It launches at a slightly lower angle (55° → 53°).
- The move shows a reticle on the opponent right before Sonic is about to strike, as in games from Sonic and the Secret Rings onward. The reticle most closely resembles its design in Sonic Colors.
- Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 22-34 → frames 15-82).
- Spin Dash:
- A grounded charged Spin Dash can be released in the air while keeping its charge.
- The first jump hit deals slightly more damage (4% → 5%) and has a bigger hitbox (2u → 3u).
- Its charge can no longer be canceled by shielding, removing its usefulness for faking out approaches.
- It can no longer be held indefinitely, instead being unleashed automatically if charged for more than two seconds. However, this can be somewhat circumvented by starting the move on the ground, then jumping out of it and charging it in the air, in which case the automatic release does not happen until Sonic lands.
- The move stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
- The trail changes from purple to yellow when fully charged.
- Sonic does not hop if the move is released at full charge.
- Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
- Spring Jump:
- Sonic gains slightly more vertical height from Spring Jump, matching the move's vertical height from Brawl.
- The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.
- It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.
- Using the move incurs 10 frames of landing lag.
- Grabbing onto a ladder no longer causes Sonic to become helpless whenever he lets go or falls after climbing to the top.
- Spin Charge:
- Spin Charge's hits launch at a more horizontal angle (60° → 9°), and have more base knockback (40 → 70), but drastically less knockback scaling (60 → 15), as well as lower hitlag and SDI multipliers (1× → 0.5×). This allows them to connect much more reliably.
- It can no longer be held indefinitely, instead being unleashed automatically if charged for more than three seconds.
- Like the Spin Dash, it stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
- It changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
- Super Sonic:
- Super Sonic's functionality has been changed. Instead of being fully controllable, he moves automatically across the horizontal axis at a drastically increased speed, and only his vertical position can be controlled.
- When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.
- Super Sonic's damage output is significantly weaker than its previous iterations, and it lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.
|King Dedede====Aesthetics===
- Due to the aesthetic used in Ultimate, King Dedede's model features a more subdued color scheme. His clothing and general design is more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his sash has more depth.
- Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.
- Like many other characters, King Dedede is more expressive. For instance, he now squints in a humorously seductive manner during his crouching animation. King Dedede generally has more furious expressions during attacks, his Screen KO, and his helpless animation.
- Down taunt now has a more exaggerated animation.
- Two of King Dedede's victory poses were slightly altered:
- His up-inputted victory pose now shows a Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
- His right-inputted victory pose now finishes with him charging Jet Hammer.
- King Dedede's star KO voice clip has been shortened, as it no longer extends past the KO's animation.
- King Dedede's Boxing Ring alias has been changed to "Self-Made King", a direct translation of the Japanese title, for consistency with its appearance in Kirby Star Allies.
Attributes
- Like all characters, King Dedede's jumpsquat animation takes three frames to complete (down from 6).
- King Dedede runs faster (1.36 → 1.496).
- Initial dash is much faster (1.4 → 1.815), enabling foxtrotting for boosted ground mobility.
- King Dedede walks faster (0.98 → 1.029).
- King Dedede's air speed is much faster (0.63 → 0.735), now being nearly on par with Luigi's.
- King Dedede's gravity is higher (0.08788 → 0.097).
- His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).
- King Dedede is much heavier (119 → 127), allowing him to survive even longer.
Ground attacks
- Neutral attack:
- The first hit has less ending lag (FAF 38 → 33).
- The first two hits of neutral attack can now lock.
- Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.
- Neutral infinite's finisher has less startup lag (6 → 4) and deals significantly more knockback (scaling 150 → 162).
- Neutral infinite's finisher has 2 hitboxes rather than 1 (10u → 7u/7u), and the hitboxes extend farther vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.
- The finisher has more ending lag (FAF 47 → 50).
- Except for the finisher, each hit of neutral attack deals less damage (first hit: 4% → 2.5%, second hit: 4% → 2.2%, neutral infinite: 1% → 0.5%).
- The infinite has gained a shieldstun multiplier of 5×. 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 King Dedede more easily if they shield 10 hits or more.
- Dash attack:
- Dash attack deals more knockback (40 base/100 scaling → 65/92 (clean), 35 base/100 scaling → 55/92 (late)), improving its already potent KO potential. This is boosted further by the changes to the Sakurai angle on the ground.
- The clean hit and first late hitbox extend further inwards (Z offset: 7.8u-11.8u → 5u-11.8u), improving their ability to hit opponents at the edge, and combined with the changes to jostleing remove its blind spot.
- Dash attack hitbox duration lasts longer with 2 new sourspot hitboxes (Frame 26-36 → 26-42).
- Forward tilt:
- Forward tilt's looping hits have altered angles (25°/96° → 22°/100°) and have altered knockback (20 base/24/80/90 set/100 scaling → 60/50/30/26 set/100 scaling), allowing the move to connect more reliably.
- Forward tilt has an altered animation.
- Up tilt:
- Up tilt has less startup (9 → 7) and ending lag (FAF 44 → 39).
- Up tilt does less damage (12%/10% → 10%/8%).
- Up tilt deals more knockback (50 base/80 scaling → 65/94), making the move much stronger despite the damage reduction.
- Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.
- Down tilt:
- Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), removing its blind spot.
- Forward smash:
- Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).
- Forward smash deals more damage (15%/24%/6% → 16%/18.5%/25%/11%), and all but the shockwave and early hitboxes deal more knockback (30 base/93 scaling → 50/70 base/85/74 scaling).
- There is now a hitbox on the handle during the early hit which instead of launching opponents pushes them into the sourspot of the main hit (which is still stronger than the early hit), making it slightly easier to land the main hit.
- Forward smash has a new sourspot on the hammer's handle that's much weaker (though is still powerful in its own right), and the early hit deals less knockback (30 base/93 scaling → 85/55), hindering its KO potential despite its increased damage.
- Up smash:
- Up smash deals more damage (14%/9% → 16%/10%) with no compensation on knockback, improving its KO ability.
Aerial attacks
- All aerials have less landing lag (15 frames → 10 (neutral), 30 → 19 (forward/down), 21 → 14 (back), 22 → 14 (up).
- Neutral aerial:
- Neutral aerial possesses much greater combo potential due to its reduced landing lag and King Dedede's shorter jumpsquat, especially when hitting with the late hit.
- Neutral aerial causes King Dedede's belly to wobble around during the move.
- Forward aerial:
- Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.
- Back aerial:
- Back aerial is now a horizontal hammer swing, which better matches the move's hitboxes.
- Back aerial now has 3 unextended hitboxes rather than 1 extended one (10u → 6.5u/6.5u/6.5u). Compared to the previous hitbox, the new hitboxes have both less vertical range (Y reach: 20u–0u → 16.5u–3.5u), and less horizontal range (Z reach: -25u–1u → 0.5u–-24.5u).
- Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.
- Up aerial:
- Down aerial:
- Down aerial has a more forceful animation.
Throws and other attacks
- All grabs have more startup (standing/dash/pivot: 7/9/10 → 8/11/12) and ending lag (standing/dash/pivot: FAF 36/45/42 → 40/48/43).
- Pummel is faster but deals less damage (3% → 1.6%).
- Standing grab's grabbox extends farther (Z offset: 4u-11.5u → 4u-12.5u), improving its range, making it more similar to how it was in Brawl.
- Dash grab's grabbox extends slightly farther (Z offset: 4u-14u → 4u-14.4u), slightly improving its range.
- Pivot grab's grabbox extends a slightly shorter distance (Z offset: 4u-19.5u → 4u-19.3u), which combined with the changes to jostling hinders its utility.
- Due to King Dedede's faster jumpsquat, Up throw possesses combo potential into moves such as up aerial.
- Down throw has an altered animation, with him slamming his opponent face-first onto the ground.
Special moves
- Inhale:
- Inhale acts as a reflector, giving a 1.5x damage boost to any projectiles spat out. Once Inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.
- Inhale can catch and spit Dedede's own Gordos. This gives him an option to relaunch Gordos that are hit back at him, and manually allows him to launch Gordos forward much further and at a much faster velocity compared to throwing one with Gordo Throw.
- Inhale has a much larger grabbox.
- Inhale's spit deals more damage (10% → 12%).
- Inhale has an updated, more opaque visual effect.
- Inhale acts as a reflector, giving a 1.5x damage boost to any projectiles spat out. Once Inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.
- Gordo Throw:
- Gordos have significantly larger hitboxes that cover their bodies and spikes.
- Gordos gain a surprised expression when deflected. Additionally, they have animated spines.
- Gordos stick to the edge more consistently, significantly improving their edgeguarding potential.
- Gordo Throw has less ending lag (FAF 64 → 61).
- Super Dedede Jump:
- Super Dedede Jump's landing hit deals more damage (11% → 12%).
- Super Dedede Jump deals more knockback.
- Super Dedede Jump will snap to edge when reversed.
- Super Dedede Jump has far less ending lag when canceled.
- Super Dedede Jump descends more quickly.
- King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.
- Jet Hammer:
- Jet Hammer breaks shields when fully charged.
- Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%) and knockback.
- Jet Hammer has heavy armor during the swing (frames 1-14) when used on the ground.
- Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).
- The fire from Jet Hammer is blue instead of red.
- Fully charged Jet Hammer triggers Special Zoom upon hitting an opponent.
- Final Smash:
- King Dedede has a new Final Smash called Dede-Rush, which features King Dedede taking his "Masked Dedede" persona from Kirby Super Star Ultra before trapping opponents inside of a caged boxing ring, attacking them with a barrage of missiles, and launching them with his Jet Hammer.
- It deals more damage (46% → 59.6%) and knockback.
- Unlike Dedede Burst in SSB4, it is not possible for opponents to escape once trapped.
- Dede-Rush cannot trap more than one opponent at a time for extra damage.
|Olimar====Aesthetics===
- Due to the aesthetic used in Ultimate, Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His space suit and life support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by Alph.
- Olimar's antenna has less independent physics, allowing it to move more naturally.
- Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is Screen KO'd.
- Olimar now only jumps twice during his up taunt, shortening its duration.
- Sidestep and ledge-hanging's animations have changed.
- Pikmin now always face the screen regardless of which direction they turn.
- Pikmin now have trails that match their colors when attacking, like in the Pikmin games.
Attributes
- Like all characters, Olimar's jumpsquat animation takes three frames to complete (down from 5).
- Olimar walks slightly faster (0.9 → 0.945).
- Olimar dashes faster (1.47 → 1.617).
- Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.
- Olimar's air speed is slightly higher (0.82 → 0.861).
- All Pikmin types have less HP.
- Red, Yellow: 8 → 6.
- Blue: 11 → 8.
- White: 7 → 5.
- Purple: 13 → 11.
- Pikmin can be swallowed.
- Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.
- Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.
- Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.
- When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.
- Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.
- However, Olimar has a larger hurtbox vertically.
Ground attacks
- Neutral attack:
- Neutral attack 1 has less ending lag (FAF 30 → 20).
- Its angles have been altered (361°/80° → 361°/180°) making it a more consistent jab locking tool but hindering its jab canceling potential.
- Jab 2's hitboxes have been moved inwards (Z offset: 7/13 → 6/10) reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.
- Jab 2's sweetspot is closer to the sourspot now, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.
- Neutral attack 1 has less ending lag (FAF 30 → 20).
- Dash attack:
- Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).
- Up tilt:
- Up tilt has less ending lag (FAF 45 → 39).
- All smash attacks:
- The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
- Forward smash:
- Forward smash deals more damage when using red or purple Pikmin.
- Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
- Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
- Forward smash has more ending lag (FAF 40 → 43).
- Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
- Forward smash deals more damage when using red or purple Pikmin.
- Up smash:
- Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.
- Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
- Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
- Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
- Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.
- Down smash:
- Down smash deals more damage when using red or purple Pikmin.
- Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
- Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%
- Down smash deals more damage when using red or purple Pikmin.
Aerial attacks
- All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
- All aerials involving Pikmin have Transcendent priority.
- All aerials that use Pikmin have more range.
- The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
- Neutral aerial:
- Neutral aerial's hitboxes on the looping hits are bigger, but the hitboxes in the final hit are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 4u/3u/3u/4u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).
- Forward aerial:
- Forward aerial deals more damage when using red or purple Pikmin.
- Red: 10.2% → 11.9%
- Purple: 11.9% → 13.6%
- Forward aerial deals more damage when using red or purple Pikmin.
- Back aerial:
- Back aerial deals more damage when using red or purple Pikmin.
- Red: 12.9% → 15.1%
- Purple: 15.1% → 17.2%
- Back aerial deals more damage when using red or purple Pikmin.
- Up aerial and down aerial:
- They deal more damage when using red or purple Pikmin.
- Red: 10.8% → 12.6%
- Purple: 12.6% → 14.4%
- They auto-cancel one frame later (frame 30 → 31).
- They deal more damage when using red or purple Pikmin.
Throws and other attacks
- Grabs:
- All Pikmin in Olimar's squad will be used at once for his grab, significantly improving its potential range. The more Pikmin he has, the greater the range.
- All grabs have slightly more startup lag (frame 10 → 12).
- Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.
- All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
- Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
- Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
- Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
- Pummel:
- Pummel is a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.
- Olimar can no longer benefit from the high-damaging pummel of White Pikmin.
- Forward throw:
- Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
- Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
- Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
- Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Back throw:
- Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
- Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
- Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
- Back throw deals significantly more knockback when using blue Pikmin.
- Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Up throw:
- Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
- Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
- Up throw deals significantly more knockback when using blue Pikmin, being the strongest up throw in the game.
- Up throw has a more exaggerated animation.
- Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Down throw:
- Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
- Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
- Down throw sends opponents at a more horizontal angle, reducing its combo potential.
- Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
Special moves
- Pikmin Throw:
- Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
- Purple Pikmin thrown deal less damage (6.5% → 6%).
- Pikmin take fall damage when thrown and landing on the ground.
- The removal of multiple player slot glitch and changes to jostle mechanics no longer crashes the game with Pikmin Throw.
- Opponents express when a Pikmin is latched onto them.
- Winged Pikmin:
- Winged Pikmin travels a significantly shorter distance with consecutive uses.
- If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.
- Pikmin Order:
- Pikmin Order has less ending lag (FAF 21 → 18).
- Pikmin Order's super armor starts earlier (frames 6-12 → 2-7). This helps Olimar combo break more easily, but also effectively increases the move's ending lag.
- It has a lower duration (7 frames → 6 frames).
- Pikmin Order's whistling animation is less exaggerated.
- End of Day
- End of Day has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.
- The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).
|Lucario====Aesthetics===
- Similar to all veterans returning from Smash 4, Lucario's model has a more subdued color scheme, and its fur has a more detailed texture.
- Aura is now cyan in color instead of indigo at earlier percentages, and its visual effects are smoother. At higher Aura levels, the flames produced are more intense, becoming indigo in color, which leave behind a trail as Lucario moves. Purple electricity starts emanating from its paws, and the spikes on each paw begin to glow white. The appendages on the back of its head also rise up as Aura grows in power.
- Many of Lucario's attacking animations have been updated from SSB4. Notably, Lucario stands on one foot more in its attacks, particularly with its smash attacks and Double Team.
Attributes
- Like all characters, Lucario's jumpsquat animation takes 3 frames to complete (down from 5).
- Lucario walks slightly faster (1.05 → 1.103).
- Lucario runs faster (1.55 → 1.705).
- Lucario's initial dash is significantly faster (1.8 → 2.255).
- Lucario's air speed is much higher (1.09 → 1.281), now being on par with Wolf's.
- Lucario's air acceleration is higher 0 → 0.01 (base), 0.07 → 0.08 (additional), 0.07 → 0.09 (max).
- Lucario's traction is higher (0.0736 → 0.116). However, due to traction being significantly increased across the cast, it no longer has the highest traction in the game going from first out of 58 to eighteenth out of 76 characters.
- Lucario is lighter (99 → 92), making it more difficult to survive at higher percents to take advantage of Aura.
- Aura increases in strength faster at lower percentages, reaching base damage at 65% (70% in SSB4), but slower at higher percentages, reaching a maximum of 1.6x power at 190% (down from 1.7x). Aura's strength at 0% is unchanged (0.66x).
- The weakening of Rage reduces Lucario's KO potential at high percents. When combined with the changes to Aura and Lucario's reduced weight, he has become considerably less threatening when damaged.
- Aura's effects have been modified regarding placement. In 1v1 matches, the overall multiplier for Aura has increased slightly (0.8x → 0.83x (minimum), 1.33x → 1.4x (maximum)).
- However, this new multiplier applies beyond 1v1, also reducing the maximum multiplier of a four player match down from x2 to x1.4. This removes much of the Anubis Combo's extreme comeback factor, which makes Lucario more reliant on taking damage to reap the benefits of Aura.
Ground attacks
- Neutral attack:
- Neutral attack's hits connect much more consistently.
- All three hits of neutral attack have less ending lag (FAF 34, 38, 41 → 27, 27, 36).
- The first two hits of neutral attack can jab lock opponents.
- Neutral attack's first hit comes out later than before (frame 6 → 7).
- The first hit has fewer active frames (frames 6-8 → 7-8).
- The final hit has fewer active frames (frames 9-11 → 9-10).
- Dash attack:
- Dash attack now has a sweetspot located on Lucario's foot during the early frames of the attack. This new sweetspot deals more damage (10%) and knockback than the rest of the attack, letting it KO earlier.
- The sourspot of the clean hit does more damage (8% → 8.5%).
- Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).
- Lucario now lands on its feet after using dash attack; previously, it fell on its side after the kick.
- Forward tilt:
- Forward tilt has a new animation, with Lucario leaning back before the palm thrust. In addition, the updated visual on the Aura effect matches the hitboxes much better.
- Up tilt:
- Up tilt has a new animation; Lucario jumps slightly higher when kicking, and kicks in an overall more animated fashion. It then quickly hops back into place at the end of the attack.
- Down tilt:
- Down tilt has less ending lag (FAF 25 → 23). This improves its safety and combo potential.
- Down tilt's new animation has Lucario crouch low to the ground while kicking. This allows it to lower its profile and dodge more attacks while using down tilt.
- Forward smash:
- Forward smash's clean hit has a larger hitbox (5.5u → 5.7u), and greater horizontal extension (Z offset: 4.7-10.2 → 5-11.7), improving its range.
- Forward smash becomes active earlier (frame 22 → 19).
- Forward smash has more vibrant Aura effects.
- Forward smash's animation is more animated and snappy compared to SSB4. It also now ends the attack standing on one foot.
- The new animation of forward smash has Lucario lean back at the start of the attack, allowing it to evade attacks before retaliating with its own.
- Up smash:
- Up smash has an altered animation, with Lucario raising its leg much higher while releasing the blast of Aura. The charging stance is different, and the blast of Aura is much wider than before to match the hitbox more accurately.
- Up smash's first hit has more horizontal range (Z offset: -4–4 → -5–5).
- Up smash's second hitbox is larger (8u → 8.8u), and lower down (Y offset: 25 → 23.5), improving its horizontal range and allowing it to connect better against opponents pulled up from the ground, but reducing its vertical range.
- Down smash:
- Down smash has a new animation; instead of raising its arms into the air and bringing them down, Lucario now briefly stands on one foot before stomping it to the ground while simultaneously releasing Aura from its palms.
- The charging animation of down smash now has Lucario fold its arms while crouching in front of its chest instead of waving its arms in a circular motion.
- Due to the change in stance, Lucario is less vulnerable to attack while charging down smash.
Aerial attacks
- Neutral aerial:
- Neutral aerial now consists of six hitboxes which surround Lucario rather than consisting of two hitboxes on its right arm (6u/4u (clean)/4.5u/3.3u (late) → 4.6u/4.6u/4.6u/4.6u/3.6u/3.6u (both)). This allows the move to hit behind Lucario much sooner and lead into the second hit; increasing its potency.
- This also allows the attack to drag opponents forwards if they are behind Lucario, improving its followup potential.
- It has less landing lag (9 frames → 5).
- The first hit has more startup lag (frame 8 → 10).
- The first hit has a longer hitbox duration (frames 8-11 → 10-14).
- The second hit has less startup lag (frame 22 → 18).
- The second hit has a shorter hitbox duration (frames 22-29 → 18-21).
- Altogether, these changes allow both hits to connect much more reliably.
- It auto-cancels earlier (frame 39 → 36).
- Its initial auto-cancel window is shorter (frames 1-7 → 1-4).
- It has a new animation; Lucario spins more quickly than it did in Smash 4.
- This new animation is longer (54 frames → 56), slightly increasing the amount of time Lucario cannot grab ledges after performing the move.
- Neutral aerial now consists of six hitboxes which surround Lucario rather than consisting of two hitboxes on its right arm (6u/4u (clean)/4.5u/3.3u (late) → 4.6u/4.6u/4.6u/4.6u/3.6u/3.6u (both)). This allows the move to hit behind Lucario much sooner and lead into the second hit; increasing its potency.
- Forward aerial:
- Forward aerial has less landing lag (18 frames → 9).
- Lucario can grab ledges sooner after using forward aerial (64 frames → 52).
- Back aerial:
- Back aerial has less startup lag (frame 16 → 13).
- It deals less damage (15% → 14%/13%), hindering its KO potential.
- It has more ending lag (FAF 49 → 50).
- Its initial auto-cancel window is longer (frames 1-3 → 1-4).
- The burst of aura from its animation has better adjusted to more accurately better match its hitboxes.
- It has a new animation which is slightly shorter than the previous animation (63 frames → 61). This slightly decreases the amount of time Lucario cannot grab ledges after performing the move.
- Up aerial:
- Up aerial has less landing lag (22 frames → 13).
- It has a shorter hitbox duration (frames 10-15 → 10-13).
- It has an altered animation, with Lucario backflipping following the initial kick.
- This new animation is longer (50 frames → 54), slightly increasing the amount of time Lucario cannot grab ledges after performing the move.
- Down aerial:
- Down aerial stalls Lucario's movement less on successive uses.
- It has more landing lag (9 frames → 12).
- It has a new animation which is longer than the previous animation (31 frames → 40). This increases the amount of time Lucario cannot grab ledges after performing the move.
Throws and other attacks
- Pivot grab has more horizontal range (Z offset: 4-15.2 → 4-16.5).
- Forward throw is now a two-hit move. This change also grants the move a collateral hitbox to hit opponents near Lucario. This is makes it better at seperating certain two-in-one characters such as the Ice Climbers and Rosalina & Luma.
Special moves
- Aura Sphere:
- Aura Sphere is visually closer to how it appears in recent Pokémon games. It has an "energy absorption" effect while charging and no longer emits a trail of smoke when launched.
- Aura Sphere can now be jump-canceled, even in the air. Additionally, it can now be canceled into any grounded option while charging with an advanced technique called Charge Storage Cancelling.
- With Lucario's increased air speed, this makes it possible to edge-guard opponents by charging Aura Sphere and then cancelling it into an aerial, as well as improving its movement when combined with B-Reverses, Wavebounces, etc.
- Moving the control stick down has Lucario spot dodge, much like how moving it left or right has it roll.
- Lucario cannot shield immediately out of Aura Sphere, making it less safe to charge.
- Lucario cannot use its standard grab out of a charging Aura Sphere without shielding, as pressing the Z button fires the Aura Sphere.
- The aerial charge animation for Aura Sphere was altered; it now more closely resembles the grounded charging animation.
- Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).
- Force Palm:
- Force Palm has increased grab range.
- Force Palm's projectile deals less damage with the far hit (7.56% → ~5.4%).
- Force Palm's hitbox now matches its Aura graphics more closely.
- Force Palm's grab triggers Special Zoom if Lucario has at least half of its maximum Aura.
- The animation for Force Palm has been completely changed; instead of pulling its left paw back before thrusting it forward with a stomp to release a blast of Aura, Lucario now moves its paws in a circle around its body while crouching low to the ground before gathering its paws together and releasing a blast of Aura from its left paw.
- Extreme Speed:
- Extreme Speed has less ending and landing lag.
- Extreme Speed now has a hitbox upon directly crashing into the ground or a wall, making it safer to use for recovery.
- Crashing into a wall now sends Lucario upward as opposed to stopping it in place. This greatly increases the safety of the recovery.
- Extreme Speed's controls have been modified; the initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs.
- Extreme Speed travels less distance overall.
- Extreme Speed now halts at the end of the move, making it worse for recovering at low percents.
- The animation for Extreme Speed has been updated; Lucario now gathers Aura in its paws at the start of the move. If it is grounded, dust ripples appear around Lucario as it gathers Aura. Additionally, the streams of Aura during flight are much bigger and more colorful than before. At the end of the flight, a gust of wind envelops the front of Lucario to indicate the attack portion of the move.
- Double Team:
- When performing the attack, Lucario now moves into the direction the control stick is being held rather than from it, making the move more intuitive.
- Double Team deals more damage (11% → 12.5%).
- Double Team's counterattack activates faster (frame 28 → 16), making the attack much more consistent.
- Lucario leaves blue-colored afterimages of itself in the location where it stood just before the attack.
- Double Team has less ending lag on an unsuccessful counter (FAF 80 → 71), decreasing the window of time where Lucario can be punished.
- Double Team can now track opponents that activate the counterattack; Lucario will teleport to the attacker's location (within a certain range) and start its counterattack.
- Double Team now slows down time for the opponent that attacked Lucario. This allows Double Team to punish many more attacks, greatly increasing its reliability.
- Double Team has fewer active frames (frames 5-39 → 5-24), no longer having the longest frame window in the game.
- Double Team has significantly fewer intangibility frames (5-39 → 4-13), no longer covering the entire counter window.
- Double Team's momentum in the air carries over into Lucario's own movement, which both benefits and hinders its recovery potential, as it can help with recovering when facing towards the stage, but prevent recovery (or even lead to a self-destruct) when facing away from the stage.
- The animation for Double Team has completely changed; instead of moving its arms in a circular motion while crouching, Lucario now stands upright with its left leg raised while holding a pose. It then pulls its right paw back while holding its martial arts-like stance. A vortex of wind surrounds Lucario throughout the entire animation.
- Final Smash:
- Lucario's Final Smash has been reverted to Aura Storm. It now Mega Evolves into Mega Lucario before performing the attack.
- Compared to Aura Storm in Brawl, the beam fired is much wider, improving the move's horizontal reach.}
- As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.
- Lucario only vocalizes at the startup of Aura Storm, as opposed to both the startup and the move itself like in Brawl.
- Lucario's Final Smash has been reverted to Aura Storm. It now Mega Evolves into Mega Lucario before performing the attack.
: 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.
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- ^ https://m.imgur.com/KMI6ICi
- ^ Masahiro Sakurai (translated by Brando) (2018-06-20). "Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557. SourceGaming.info (original Japanese publication in Famitsu). Retrieved on 2018-06-20. “Zelda's new design is based on "The Legend of Zelda: A Link to the Past"”
- ^ Dairantou Smash Bros. SPECIAL (E3 2018). Nintendo (2018-06-12). Retrieved on 2018-07-08. “Breath of the Wild Zelda isn't interested in combat, so her design is from A Link to the Past.”
- ^ Super Smash Bros. Ultimate (North America) - Palutena's Guidance: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."
- ^ Super Smash Bros. Ultimate - E3 2018. Nintendo (2018-06-12). Retrieved on 2018-07-08. “In The Legend of Zelda: Breath of the Wild, Zelda's more into research than fighting, so her design is from The Legend of Zelda: A Link Between Worlds”
- ^ PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.
- ^ https://twitter.com/RagsMK/status/1068004925207121920?s=19