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

(New Page: ===Aesthetics=== *{{change|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 proportion...)
 
 
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===Aesthetics===
===Aesthetics===
*{{change|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.}}
*{{change|Fox's design is now a combination of his appearance in ''{{s|lylatwiki|Star Fox Zero}}'' and his design used in ''Brawl'' and ''SSB4''. His flight suit, boots, headset, and visible whiskers are from ''Zero'', while he retains his gloves and weapon designs from ''SSB4''. The proportions of his head have been slightly altered, and his fur is more pronounced. Lastly, the aesthetic used in ''Ultimate'' has resulted in Fox's overall color scheme being more vibrant.}}
*{{change|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''.}}
*{{change|Fox's jacket collar is smaller, and his holster is now 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''.}}
*{{change|Like all characters, Fox is significantly more expressive than in previous games.}}
*{{change|Like all characters, Fox is significantly more expressive than in previous games.}}
*{{change|[[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.}}
*{{change|Fox's [[idle]], [[walking]], and [[on-screen appearance]] animations are all slightly different. However, Fox reverts to his idle animation from ''Brawl'' while holding a small item.}}
*{{change|Opponents and items hit by Fox's lasers have a black puff of smoke appear off them, as if they are being burned.}}
*{{change|Opponents and items hit by Fox's lasers have a black puff of smoke appear out of them, as if they are being burned.}}
*{{change|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.}}
*{{change|Much like in ''Melee'', Fox once again vocalizes when performing a midair jump.}}
*{{change|Fox's taunts have been tweaked.}}
*{{change|Fox's taunts have been tweaked.}}
**{{change|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.}}
**{{change|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.}}
**{{change|Side taunt has an altered animation: Fox spins his Blaster in his hand rather than tossing it in the air.}}
**{{change|Side taunt has an altered animation: Fox spins his Blaster in his hand rather than tossing it in the air.}}
**{{change|Down taunt has Fox saying "Come at me." instead of "Come on!".}}
**{{change|Down taunt has Fox saying "Come at me." instead of "Come on!".}}
*{{change|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.}} [https://youtu.be/IVDd88e4Dek?t=136]
*{{change|Fox's side-inputted [[victory pose]] now has the camera positioned behind Fox, rather than in front of him.}}
*{{change|Fox's air dodge has an altered animation.}}


===Attributes===
===Attributes===
*{{change|The changes to [[perfect shield]]ing 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.}}
*{{change|The changes to [[perfect shield]]ing 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.}}
*{{buff|Like all characters, Fox's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Fox's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{nerf|Fox's [[weight]] has been decreased (79 → 77), being lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{nerf|Fox's [[weight]] has been decreased (79 → 77), resulting in him being lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{buff|Fox [[run|runs]] significantly faster (2.184 → 2.402).}}
*{{buff|Fox [[dash]]es faster (2.184 → 2.402).}}
**{{nerf|Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.}}
**{{nerf|However, his initial dash is slower (2.4 → 2.09), no longer being the fastest in the game.}}
*{{buff|Fox [[walk|walks]] faster (1.45 → 1.523).}}
*{{buff|Fox [[walk|walks]] faster (1.45 → 1.523).}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), being average instead of below-average.}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), being average instead of below-average.}}
*{{buff|Fox's [[falling speed]] and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.}}
*{{change|Fox [[falling speed|falls]] slightly faster (2.05 → 2.1), which allows him to land more safely, but makes him easier to combo.}}
*{{nerf|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.}}
**{{buff|His fast-falling speed is faster as well (3.28 → 3.36).}}
*{{nerf|Fox's [[gravity]] is much higher (0.19 → 0.23), being as high as in ''Melee''. While this makes his [[jump]]s faster and allows him to land more safely, it worsens his already poor endurance at higher percentages by a lot, particularly when coupled with his lower weight, and it also makes him much more susceptible to combos at lower percentages. It also shortens his air time, and makes his recovery more linear.}}
*{{buff|Fox's [[traction]] is higher (0.06 → 0.115).}}
*{{buff|Fox's [[traction]] is higher (0.06 → 0.115).}}
*{{nerf|The removal of un-[[tech]]able [[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.}}
*{{nerf|The removal of un-[[tech]]able [[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.}}
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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt angled up deals less damage (8% → 7%).}}
**{{nerf|Forward tilt angled up deals less damage (8% → 7%).}}
**{{nerf|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.}}
**{{change|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 and improves its combo potential into dash attack, but hinders its KO potential and removes its ability to [[lock]].}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|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.}}
**{{nerf|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.}}
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**{{nerf|The sourspots take priority over the sweetspots, diminishing the move's damage potential.}}
**{{nerf|The sourspots take priority over the sweetspots, diminishing the move's damage potential.}}
**{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}}
**{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}}
**{{change|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.}}
**{{change|The sourspots deal more knockback (18 base/110 scaling → 20/125). 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. This improves the combo potential of the sweetspots, but reduces the combo potential of the sourspots.}}
**{{nerf|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.}}
**{{nerf|The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, this further worsens their combo potential.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|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.}}
**{{buff|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.}}
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*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|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.}}
**{{buff|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.}}
**{{nerf|It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance.}}
**{{nerf|It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance, noticeably reducing its range.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}}
**{{buff|Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}}
**{{buff|The early clean hit deals consistent damage (16%/14% → 16%).}}
**{{buff|The early clean hit deals consistent damage (16%/14% → 16%).}}
**{{nerf|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.}}
**{{nerf|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 less consistent as a KO option.}}
**{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}}
**{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}}
**{{change|The move's ending animation has been modified: Fox does a three point landing after doing his up smash.}}
**{{change|The move's ending animation has been modified: Fox does a three point landing after doing his up smash.}}
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*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has less ending lag (FAF 42 → 39).}}
**{{buff|Neutral aerial has less ending lag (FAF 42 → 39).}}
**{{nerf|The hitbox on Fox's non-kicking leg has been removed, slightly reducing the move's range below Fox.}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-25 → 4-23).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-25 → 4-23).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|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).}}
**{{buff|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).}}
***{{change|Overall, it deals less knockback at low to mid percents, and more knockback at high percents.}}
**{{buff|The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}}
**{{buff|The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}}
**{{buff|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).}}
**{{buff|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).}}
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**{{nerf|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.}}
**{{nerf|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.}}
**{{buff|Pummel has an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.}}
**{{buff|Pummel has an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.}}
*[[Back throw]]:
**{{nerf|Forward throw releases opponents 1 frame earlier, but with the same FAF, increasing its ending lag.}}
**{{nerf|Back throw launches opponents at a higher angle (45° → 56°), worsening its ability to set up edgeguards.}}
**{{nerf|Back throw launches opponents at a higher angle (45° → 56°), worsening its ability to set up edgeguards.}}
*[[Down throw]]:
*[[Down throw]]:
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*{{b|Blaster|Fox}}:
*{{b|Blaster|Fox}}:
**{{buff|Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its [[camp]]ing ability.}}
**{{buff|Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its [[camp]]ing ability.}}
**{{buff|The lasers have a slightly longer duration (20 frames → 22), and thus more range.}}
**{{nerf|The animation length in the air is longer (41 frames → 58), increasing the amount of time air mobility is locked, and how long before Fox can grab the ledge, if the move is not interrupted.}}
*[[Fox Illusion]]:
*[[Fox Illusion]]:
**{{buff|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%.}}
**{{buff|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%.}}
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*{{b|Reflector|Fox}}:
*{{b|Reflector|Fox}}:
**{{buff|Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).}}
**{{buff|Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).}}
**{{buff|It has gained intangibility on frames 2-3, improving its utility as a combo breaker and as a gimping tool.}}
**{{buff|It has gained intangibility on frames 2-3, improving its utility as a combo breaker and making it a more reliable gimping tool.}}
**{{buff|The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.}}
**{{buff|The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.}}
**{{nerf|Its hitbox has a shorter duration (2 frames → 1).}}
**{{nerf|Its hitbox has a shorter duration (2 frames → 1).}}
**{{nerf|Only the first use will stall Fox in the air before landing.}}
**{{nerf|Consecutive uses of the move will no longer stall Fox in the air before landing, reducing its utility as a stalling tool.}}
**{{change|Reflector is a darker shade of blue.}}
**{{change|Reflector is a darker shade of blue.}}
*[[Final Smash]]:
*[[Final Smash]]:
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