Fighter ability: Difference between revisions

m
→‎List of fighter abilities: No reason to list Crouch Dash as a separate ability from command moves in general.
(Rng is too universal of a mechanic, and this isn't rven the first instance of this mechanic since Peach and Snake used to have randomness in their smash attacks too.)
m (→‎List of fighter abilities: No reason to list Crouch Dash as a separate ability from command moves in general.)
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|[[Joker]]||[[Rebellion Gauge]]||Joker possesses a meter shown above his damage percentage that fills slowly over time, as well as with damage taken; the latter is more significant if his [[Down special move|down special]], [[Rebel's Guard]], is used to block attacks. If Joker is attacked while using Rebel's Guard, the Rebellion Gauge will fill up 2.5× faster while taking 0.4× regular damage. Taking 75% damage normally, blocking 30% damage with Rebel's Guard, or spending 3 minutes without getting damaged will fill an empty meter. (These are default values; the Rebellion Gauge fills more quickly if Joker is not in first place.) When the Rebellion Gauge is full, Joker summons [[Arsène]], who strengthens all attacks except for his [[pummel]], [[throw]]s, [[floor attack]]s, and [[ledge attack]]. Arsène also changes Joker's special moves to either be more powerful, like [[Gun Special]] and [[Eigaon]], or have different properties, like [[Wings of Rebellion]] and [[Tetrakarn]]/[[Makarakarn]]. After Arsène activates, the meter works in reverse, depleting over time and with damage taken, and causing Arsène to disappear when emptied, giving him a maximum duration of 30 seconds.
|[[Joker]]||[[Rebellion Gauge]]||Joker possesses a meter shown above his damage percentage that fills slowly over time, as well as with damage taken; the latter is more significant if his [[Down special move|down special]], [[Rebel's Guard]], is used to block attacks. If Joker is attacked while using Rebel's Guard, the Rebellion Gauge will fill up 2.5× faster while taking 0.4× regular damage. Taking 75% damage normally, blocking 30% damage with Rebel's Guard, or spending 3 minutes without getting damaged will fill an empty meter. (These are default values; the Rebellion Gauge fills more quickly if Joker is not in first place.) When the Rebellion Gauge is full, Joker summons [[Arsène]], who strengthens all attacks except for his [[pummel]], [[throw]]s, [[floor attack]]s, and [[ledge attack]]. Arsène also changes Joker's special moves to either be more powerful, like [[Gun Special]] and [[Eigaon]], or have different properties, like [[Wings of Rebellion]] and [[Tetrakarn]]/[[Makarakarn]]. After Arsène activates, the meter works in reverse, depleting over time and with damage taken, and causing Arsène to disappear when emptied, giving him a maximum duration of 30 seconds.
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|rowspan=5|[[Kazuya]]||Omnidirectional tilt attacks||Kazuya has eight tilt attacks instead of the usual three, with the inputs including both diagonal and backward control stick movements.  
|rowspan=4|[[Kazuya]]||Omnidirectional tilt attacks||Kazuya has eight tilt attacks instead of the usual three, with the inputs including both diagonal and backward control stick movements.  
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|Delayed [[Jumpsquat]]||Although past games had different frame data for jumpsquats for each character, ''Ultimate'' has a universal jumpsquat delay of 3 frames for all characters except for Kazuya, who has 7. This makes it easier to perform his up tilts with tap jump on but makes his transition from ground to air laggier than the rest of the cast.  
|Delayed [[Jumpsquat]]||Although past games had different frame data for jumpsquats for each character, ''Ultimate'' has a universal jumpsquat delay of 3 frames for all characters except for Kazuya, who has 7. This makes it easier to perform his up tilts with tap jump on but makes his transition from ground to air laggier than the rest of the cast.  
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|Crouching and Standing Attacks||Kazuya also has four additional attacks he can only use while crouching, separate from his standard down tilt. three of which use control stick inputs, while the fourth is inputted by standing back up immediately afterwards.   
|Crouching and Standing Attacks||Kazuya also has four additional attacks he can only use while crouching, separate from his standard down tilt. three of which use control stick inputs, while the fourth is inputted by standing back up immediately afterwards.   
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|[[Crouch Dash]] and Crouch Dash Attacks||By inputting a shoryuken motion without an attack input, Kazuya does a crouch dash, which is partially invincible and from it he can perform three additional attacks.
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|{{b|Rage|Kazuya}}||When Kazuya is at either 100% damage or 1/4 of his maximum stamina, he enters Rage mode, which multiplies his attack power by 1.1, and allows him to use a Rage Drive (a stronger version of [[Heaven's Door]]) by either inputting it normally, with a grab, or a command input (→ ↓ ↘ + held attack/special, stronger than the previous two). Rage mode does not have a time limit, although it will end if Kazuya takes more than a certain amount of damage. This is calculated with '''((Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) >= 650'''. In context, with no missed grabs or down specials, it will take 36.93% to force Kazuya out of Rage<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref>. Can only be triggered once per stock.
|{{b|Rage|Kazuya}}||When Kazuya is at either 100% damage or 1/4 of his maximum stamina, he enters Rage mode, which multiplies his attack power by 1.1, and allows him to use a Rage Drive (a stronger version of [[Heaven's Door]]) by either inputting it normally, with a grab, or a command input (→ ↓ ↘ + held attack/special, stronger than the previous two). Rage mode does not have a time limit, although it will end if Kazuya takes more than a certain amount of damage. This is calculated with '''((Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) >= 650'''. In context, with no missed grabs or down specials, it will take 36.93% to force Kazuya out of Rage<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref>. Can only be triggered once per stock.
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|[[Piranha Plant]]||[[Footstool]] attack||If Piranha Plant is [[footstool]]ed while [[crouching]], it will automatically stretch upward and perform a biting attack, which has 4% base damage with vertical knockback.
|[[Piranha Plant]]||[[Footstool]] attack||If Piranha Plant is [[footstool]]ed while [[crouching]], it will automatically stretch upward and perform a biting attack, which has 4% base damage with vertical knockback.
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|rowspan=2|[[Pokémon Trainer]]||[[Pokémon Change#Stamina|Stamina]]<br>{{GameIcon|SSBB}}||Each of the Pokémon Trainer's Pokémon has stamina points, which starts at 100 and drops by 0.5 for every second they are in battle, while additionally losing 0.5 stamina points every time any attack is inputted. If their stamina drops below 40 points, the damage output and respective knockback of all their attacks is significantly lowered, with a damage multiplier starting at 0.779×, that decreases increasingly farther the lower their stamina drops beyond this point, down to a minimum multiplier of 0.7× at 0 stamina. Their idle stances also change to a tired-looking stance to reflect this. Pokémon only recover stamina if they switch out of the battle with [[Pokémon Change]], regaining 0.8 points per second they are not in battle, or if they are KO'd, regaining a much larger variable amount (determined by a formula of 100 − (0.3 × (100 − previous stamina), which results in them gaining 70% of their missing stamina back). This mechanic did not return in ''Ultimate'', so each Pokémon can be kept out for an indefinite amount of time with no detrimental effects.
|rowspan=2|[[Pokémon Trainer]]||{{h2|Pokémon Change|Stamina}}<br>{{GameIcon|SSBB}}||Each of the Pokémon Trainer's Pokémon has stamina points, which starts at 100 and drops by 0.5 for every second they are in battle, while additionally losing 0.5 stamina points every time any attack is inputted. If their stamina drops below 40 points, the damage output and respective knockback of all their attacks is significantly lowered, with a damage multiplier starting at 0.779×, that decreases increasingly farther the lower their stamina drops beyond this point, down to a minimum multiplier of 0.7× at 0 stamina. Their idle stances also change to a tired-looking stance to reflect this. Pokémon only recover stamina if they switch out of the battle with [[Pokémon Change]], regaining 0.8 points per second they are not in battle, or if they are KO'd, regaining a much larger variable amount (determined by a formula of 100 − (0.3 × (100 − previous stamina), which results in them gaining 70% of their missing stamina back). This mechanic did not return in ''Ultimate'', so each Pokémon can be kept out for an indefinite amount of time with no detrimental effects.
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|[[Type effectiveness]]<br>{{GameIcon|SSBB}}||Much like in the ''Pokémon'' series, each of the Pokémon has a resistance and a weakness to a certain [[effect]], taking 0.9× and 1.1× knockback from them respectively. [[Ivysaur]] is resistant to [[water]] attacks and weak to [[flame]] attacks; [[Charizard]] is resistant to {{b|grass|effect}} attacks and weak to water attacks; and [[Squirtle]] is resistant to flame attacks and weak to grass attacks. This mechanic also did not return in ''Ultimate''.
|[[Type effectiveness]]<br>{{GameIcon|SSBB}}||Much like in the ''Pokémon'' series, each of the Pokémon has a resistance and a weakness to a certain [[effect]], taking 0.9× and 1.1× knockback from them respectively. [[Ivysaur]] is resistant to [[water]] attacks and weak to [[flame]] attacks; [[Charizard]] is resistant to {{b|grass|effect}} attacks and weak to water attacks; and [[Squirtle]] is resistant to flame attacks and weak to grass attacks. This mechanic also did not return in ''Ultimate''.
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|1-on-1 facing {{GameIcon|SSBU}} ||When two players are left standing in ''Ultimate'', certain fighters will always and automatically face the opponent, unless they turn around from a run or are in midair. This makes it easier to perform the desired [[command-input move]]s and allows them to punish [[roll]]s and [[cross up]]s more easily than other characters, but makes moves like [[back aerial]] less practical and more niche. Luma has a somewhat similar mechanic that will make them automatically turn around to face another fighter in their proximity when separated from [[Rosalina]], though this is not affected by the total number of players.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]], [[Luma]] (partial).
|1-on-1 facing {{GameIcon|SSBU}} ||When two players are left standing in ''Ultimate'', certain fighters will always and automatically face the opponent, unless they turn around from a run or are in midair. This makes it easier to perform the desired [[command-input move]]s and allows them to punish [[roll]]s and [[cross up]]s more easily than other characters, but makes moves like [[back aerial]] less practical and more niche. Luma has a somewhat similar mechanic that will make them automatically turn around to face another fighter in their proximity when separated from [[Rosalina]], though this is not affected by the total number of players.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]], [[Luma]] (partial).
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|[[Command-input move]]s||Certain characters can access upgraded versions of their special moves or unique special moves by moving the [[control stick]] in a specific motion, then pressing a button in a specific window of time. While these versions are more complicated to activate, they are more powerful to compensate. Additionally, certain characters may have command input moves that do not have a special move counterpart.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]]
|[[Command-input move]]s||Certain characters can access upgraded versions of their special moves or unique special moves by moving the [[control stick]] in a specific motion, then pressing a button in a specific window of time. While these versions are more complicated to activate, they are more powerful to compensate. Additionally, certain characters may have command input moves that do not have a special move counterpart. Uniquely, Kazuya can perform a command input without pressing the attack or special button, which will simply make him perform a [[Crouch Dash]]; the Crouch Dash can be cancelled in certain command-input moves depending from the timing and the button pressed.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]]
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|[[Crawling]]||While crouching, certain fighters can move while staying low to the ground, allowing them to potentially avoid some attacks or projectiles. As when crouching, crawling characters only have access to down tilt and down special as immediate offensive options.||See [[Crawling#Crawlers|this list]]
|[[Crawling]]||While crouching, certain fighters can move while staying low to the ground, allowing them to potentially avoid some attacks or projectiles. As when crouching, crawling characters only have access to down tilt and down special as immediate offensive options.||See [[Crawling#Crawlers|this list]]
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