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[[File:FalconDownAirBuff.png|thumb | [[File:FalconDownAirBuff.png|thumb|An example of a buff, involving slightly increased hitbox sizes in [[Captain Falcon]]'s down air.]] | ||
A '''buff''' is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel. Buffs are often done as an attempt to balance the roster, by strengthening characters that are too weak; however, buffs can also be inadvertently added if a character is indirectly strengthed by an external gameplay change. Buffs contrast with "[[nerf]]s", which involve the weakening of a character or aspects of a character between sequel games and game updates. | A '''buff''' is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel. Buffs are often done as an attempt to balance the roster, by strengthening characters that are too weak; however, buffs can also be inadvertently added if a character is indirectly strengthed by an external gameplay change. Buffs contrast with "[[nerf]]s", which involve the weakening of a character or aspects of a character between sequel games and game updates. | ||
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*With the exception of {{SSBU|Ryu}}, all returning veterans from Smash 4 have had their dash speeds increased. | *With the exception of {{SSBU|Ryu}}, all returning veterans from Smash 4 have had their dash speeds increased. | ||
*All jumpsquats are now only 3 frames long. This gives all characters (besides {{SSBU|Pichu}}) access to their aerials sooner when they are on the ground; granting them more combo opportunities and making aerials more effective as an out of shield option. This especially benefits characters who had rather long jumpsquats in previous installments such as {{SSBU|Snake}} and {{SSBU|Bowser}}. | *All jumpsquats are now only 3 frames long. This gives all characters (besides {{SSBU|Pichu}}) access to their aerials sooner when they are on the ground; granting them more combo opportunities and making aerials more effective as an out of shield option. This especially benefits characters who had rather long jumpsquats in previous installments such as {{SSBU|Snake}} and {{SSBU|Bowser}}. | ||
*[[Traction]] has been significantly increased across the cast with even the lowest traction values being greater than the highest traction values in ''Smash 4''. {{SSBU|Luigi}} in particular benefits the most from this change as his traction is no longer the lowest in the game like in all previous titles, granting him a better approach as well as a significantly improved out of shield game. | |||
*It is now possible to cancel a dash with any grounded move. This gives character's a wider array of approach options. | *It is now possible to cancel a dash with any grounded move. This gives character's a wider array of approach options. | ||
*Grounded meteor smashes can no longer be [[tech]]ed like in Smash games prior to ''Smash 4''. This generally makes meteor smashes more reliably combo tools (especially since most meteor smashes have reduced landing lag) as well as making them more reliable KO moves on stage. | *Grounded meteor smashes can no longer be [[tech]]ed like in Smash games prior to ''Smash 4''. This generally makes meteor smashes more reliably combo tools (especially since most meteor smashes have reduced landing lag) as well as making them more reliable KO moves on stage. | ||
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====Character-specific==== | ====Character-specific==== | ||
*{{SSBU|Pokémon Trainer}} as a whole received significant buffs through the tweaking and removal of detrimental [[character mechanic]]s. Stamina is no longer a factor so Pokémon are no longer forced to change, or fight at reduced strength; type effectiveness has been removed so Ivysaur no longer suffers additional knockback from fire damage; Ivysaur's [[Vine Whip]] can no longer be canceled out by ledge hogging and [[Pokémon Change]] is much quicker and can be used in midair, giving it applications as both a dodge and a recovery mixup tool. | *{{SSBU|Pokémon Trainer}} as a whole received significant buffs through the tweaking and removal of detrimental [[character mechanic]]s. Stamina is no longer a factor so Pokémon are no longer forced to change, or fight at reduced strength; type effectiveness has been removed so Ivysaur no longer suffers additional knockback from fire damage; Ivysaur's [[Vine Whip]] can no longer be canceled out by ledge hogging and [[Pokémon Change]] is much quicker and can be used in midair, giving it applications as both a dodge and a recovery mixup tool. | ||
*{{SSBU|Roy}} and {{SSBU|Lucina}} arguably benefit the most from ''Ultimate'' | *{{SSBU|Roy}} and {{SSBU|Lucina}} arguably benefit the most from ''Ultimate''{{'}}s universal changes and mechanics. The nerfing of defensive options compliment their aggressive playstyle when compared to their parent character {{SSBU|Marth}}, and the universal mobility buffs, landing lag reductions, and ability to cancel a dash into any ground attack greatly improve their approaches and make landing the sweetspot of Roy's sword attacks easier. | ||
*Compared to other fighters, {{SSBU|Pichu}} was one of the most buffed characters. | *Compared to other fighters, {{SSBU|Pichu}} was one of the most buffed characters. Pichu's recoil, which is one of the big problems that caused its bottom tier status in Melee, was not only decreased, but also now benefits it with thanks to rage. Not only that, but its approach options are more effective, as Pichu's fast mobility has improved and it can now crawl. Not only do Pichu's electric attacks do more damage and less recoil, but it is now much heavier, although it's still the lightest character in the game. This, combined with its fast mobility helps Pichu fight better. Pichu was considered to be a top-tier in the early stages of the game, though it later got noteworthy nerfs through game updates which affected its viability, it nonetheless remains a strong character and drastically better than its ''Melee'' appearance. | ||
*{{SSBU|Palutena}}'s zoning game has been significantly buffed in ''Ultimate''. Her up smash lasts significantly longer and her neutral special [[Autoreticle]] covers more range. Her old side special has been replaced with [[Explosive Flame]], improving her offensive game. | *{{SSBU|Palutena}}'s zoning game has been significantly buffed in ''Ultimate''. Her up smash lasts significantly longer and her neutral special [[Autoreticle]] covers more range. Her old side special has been replaced with [[Explosive Flame]], improving her offensive game. | ||
*{{SSBU|Shulk}}'s aerials have decreased landing lag, thus improving his frame data allowing for more guaranteed follow ups along with his buffed Monado Arts which can now be switched faster. Additionally, he can now use the advanced technique | *{{SSBU|Shulk}}'s aerials have decreased landing lag, thus improving his frame data allowing for more guaranteed follow ups along with his buffed Monado Arts which can now be switched faster. Additionally, he can now use the advanced technique {{h2|Monado Arts|dial storage}}. | ||
===''Ultimate'' game updates=== | ===''Ultimate'' game updates=== | ||
*{{SSBU|Ryu}} was notorious for his poor performance due to the nerfs he received during his initial release. His [[Echo Fighter]] {{SSBU|Ken}} was slightly more prominent as he performs slightly better than him, though Ken was still regarded as low-tier. Possibly as a result of this, update 3.1.0 addresses several buffs that grants both Ryu and Ken even more combo potential. All of their moves were made to connect into each other much more fluidly such as their held attacks and longer input window. | *{{SSBU|Ryu}} was notorious for his poor performance due to the nerfs he received during his initial release. His [[Echo Fighter]] {{SSBU|Ken}} was slightly more prominent as he performs slightly better than him, though Ken was still regarded as low-tier. Possibly as a result of this, update 3.1.0 addresses several buffs that grants both Ryu and Ken even more combo potential. All of their moves were made to connect into each other much more fluidly such as their held attacks and longer input window. | ||
*Since the early metagame of ''Ultimate'', {{SSBU|Diddy Kong}} was designated as a lower tiered character. His combo game was significantly nerfed, going from among the best to just mediocre. He retains his weaknesses in the form of his bad damage output, bad KO game, and poor recovery. This led to a negative reception where Diddy Kong was regarded as unviable. Luckily, Diddy Kong was heavily buffed in future patches, which made him fare better relative to the cast. Notably, [[Rocketbarrel Boost]] now recovers a further distance when charged. | *Since the early metagame of ''Ultimate'', {{SSBU|Diddy Kong}} was designated as a lower tiered character. His combo game was significantly nerfed, going from among the best to just mediocre. He retains his weaknesses in the form of his bad damage output, bad KO game, and poor recovery. This led to a negative reception where Diddy Kong was regarded as unviable. Luckily, Diddy Kong was heavily buffed in future patches, which made him fare better relative to the cast. Notably, [[Rocketbarrel Boost]] now recovers a further distance when charged. | ||
*{{SSBU|King K. Rool}}'s frame data, along with other moves, has been reworked to improve his neutral game. Several of his moves include having less start up, less ending lag, increased range, damage, and significant armor. Overall, King K. Rool is one of the few characters to receive the most buffs throughout all game updates. | |||
[[Category:Terms]] | [[Category:Terms]] |