Template:SSB4 to SSBU changelist/Pikachu: Difference between revisions

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**{{buff|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.}}
**{{buff|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.}}
**{{buff|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.}}
**{{buff|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.}}
**{{change|The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192).}}
**{{nerf|The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192). Overall it deals slightly less knockback.}}


===Aerial attacks===
===Aerial attacks===
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**{{buff|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%).}}
**{{buff|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%).}}
**{{buff|It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.}}
**{{buff|It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.}}
**{{buff|The looping hits have different angles (74°/280° → 35°/310°/60°/290°), allowing them to connect better.}}
**{{buff|The looping hits have different angles (74°/280° → 35°/290°/60°/280°), allowing them to connect better.}}
**{{buff|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.}}
**{{buff|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.}}
**{{nerf|It has slightly more startup lag (frame 10 → 11).}}
**{{nerf|It has slightly more startup lag (frame 10 → 11).}}
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***{{buff|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.}}
***{{buff|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.}}
***{{nerf|However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).}}
***{{nerf|However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).}}
**{{change|It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position.}}
**{{buff|It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position, allowing it to duck under some attacks like certain rising aerials.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|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.}}
**{{buff|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.}}
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**{{nerf|Its increased knockback reduces its combo potential, especially into {{b|Thunder|Pokémon}}.}}
**{{nerf|Its increased knockback reduces its combo potential, especially into {{b|Thunder|Pokémon}}.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential.}}
**{{buff|Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential despite its increased total duration (FAF 44 → 52).}}
**{{nerf|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.}}
**{{nerf|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.}}
**{{change|It launches at a slightly more vertical angle (80° → 83°).}}
**{{change|It launches at a slightly more vertical angle (80° → 83°).}}
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*[[Thunder Jolt]]:
*[[Thunder Jolt]]:
**{{buff|Thunder Jolt has less ending lag (FAF 58 → 52).}}
**{{buff|Thunder Jolt has less ending lag (FAF 58 → 52).}}
**{{buff|The grounded version's late hit has a longer duration (15 frames → 29; total: 82 frames → 96), allowing it to travel across the entire {{SSBU|Final Destination}} platform. Coupled with the move's lower ending lag, this improves its camping ability.}}
**{{nerf|It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).}}
**{{nerf|It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).}}
**{{nerf|It has negative [[shield damage]] (0 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)).}}
**{{nerf|It has negative [[shield damage]] instead of additional (1 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)), dealing roughly 0.6× of its damage to shields.}}
*[[Skull Bash]]:
*[[Skull Bash]]:
**{{buff|Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).}}
**{{buff|Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).}}