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

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===Aesthetics===
===Aesthetics===
*{{change|Corrin's appearance is largely the same as it was in ''SSB4'', though his model features a more subdued color scheme. The fabric of his attire is more detailed, which is more noticeable during his Dragon Fang transformations. His eyes are sharper.}}
*{{change|Corrin's appearance is largely the same as it was in ''SSB4'', though Corrin's model features a more subdued color scheme. The fabric of Corrin's attire is more detailed, which is more noticeable during Dragon Fang transformations. Male Corrin's eyes are also sharper.}}
**{{change|These changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.}}
**{{change|These changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.}}
*{{change|Similar to many veterans in their transitions from ''Brawl'', Corrin's previously unused damage yells from ''Smash 4''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Similar to many veterans in their transitions from ''[[Brawl]]'', Corrin's previously unused damage yells from ''SSB4''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|As with all previous downloadable fighters in ''SSB4'', Corrin now has a unique [[Palutena's Guidance]] conversation.}}
*{{change|As with all previous downloadable fighters in ''SSB4'', Corrin now has a unique [[Palutena's Guidance]] conversation.}}
*{{change|In Japanese, female Corrin's [[Star KO]] voice clip has been shortened.}}
*{{change|Corrin has a unique [[victory theme]], based upon {{s|fireemblemwiki|Lost in Thoughts All Alone}}.}}
*{{change|Corrin has a unique [[victory theme]], based upon {{s|fireemblemwiki|Lost in Thoughts All Alone}}.}}


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***{{buff|This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.}}
***{{buff|This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.}}
***{{nerf|However, this removes the late tipper sweetspot and shortens the move's total duration (frames 17-22 → 17-18).}}
***{{nerf|However, this removes the late tipper sweetspot and shortens the move's total duration (frames 17-22 → 17-18).}}
**{{buff|The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). This compensates for the tip's lower damage while making the move safer at low percentages.}}
**{{buff|The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). Combined with the tip's marginally higher damage, this makes it safe on hit and drastically increases the move's KO potential.}}
**{{nerf|The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).}}
**{{nerf|The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).}}
**{{buff|The tipper consists of two hitboxes instead of one, which cover a wider area (Y offset: 0u → -0.4u/0.4u, Z offset: 0u → 0.4u/-0.4u). This makes it less likely to whiff due to the z-axis.}}
**{{buff|The tipper has gained a [[shieldstun]] multiplier of 1.6×, making it much harder to punish.}}
**{{change|The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).}}
**{{change|The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).}}
**{{change|The move has gained a [[water]] effect on hit.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|The move has a longer active duration (frames 13-15 → 13-17).}}
**{{buff|Up smash has a longer active duration (frames 13-15 → 13-17).}}
**{{buff|The tip has more knockback scaling (86 → 91) and more vertical range (Y-stretch: 26-27 → 26-30), improving its KO potential and making it much easier to land.}}
**{{buff|The tip has more knockback scaling (86 → 91).}}
**{{buff|The tip has more vertical range (Y-stretch: 26-27 → 26-30), making it much easier to land.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|The move has less ending lag (FAF 54 → 49).}}
**{{buff|Down smash has less ending lag (FAF 54 → 49).}}
**{{nerf|The back hit's tip sweetspot has lower knockback scaling (95 → 85).}}
**{{nerf|The back hit's tip sweetspot has lower knockback scaling (95 → 85).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).}}
*{{buff|All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|The move [[auto-cancel|auto-cancels]] earlier (frame 50 → 47).}}
**{{buff|The move [[auto-cancel]]s earlier (frame 50 → 47).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage (7.5% → 9%) with knockback compensated.}}
**{{buff|Forward aerial deals more damage (7.5% → 9%) with knockback scaling not fully compensated (99 → 87), marginally improving its KO potential while not reducing its combo potential.}}
**{{nerf|The move has more startup lag (frame 7 → 9).}}
**{{nerf|The move has more startup lag (frame 7 → 9).}}
***{{buff|However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.}}
***{{buff|However, its total duration remains unchanged giving it two frames less ending lag. This slightly improves its combo potential into attacks other than itself in the air.}}
**{{buff|Corrin can grab ledges faster after using the move (62 frames → 60).}}
*[[Back aerial]]:
**{{buff|Back aerial's early hitbox deals more damage (11% → 12%) with no compensation on knockback.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial deals more damage (9% → 10%) and knockback.}}
**{{buff|Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.}}
**{{buff|The move auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a [[short hop]].}}
**{{buff|The move auto-cancels earlier (frame 40 → 38), allowing it to auto-cancel in a [[short hop]].}}
*[[Back aerial]]:
**{{buff|Back aerial's early hitbox deals more damage (11% → 12%) and knockback.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use [[weight-independent]] knockback, allowing them to connect more reliably.}}
**{{buff|The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use [[weight-independent]] knockback, allowing them to connect more reliably.}}
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*[[Back throw]]:
*[[Back throw]]:
**{{nerf|Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.}}
**{{nerf|Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.}}
*[[Down throw]]:
**{{buff|Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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*[[Dragon Fang Shot]]:
*[[Dragon Fang Shot]]:
**{{buff|Due to the altered [[paralysis]] mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.}}
**{{buff|Due to the altered [[paralysis]] mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.}}
**{{buff|A fully charged shot has less base knockback (50 → 40), but more knockback scaling (80 90), improving its KO potential.}}
**{{nerf|An uncharged shot has more startup (frame 15 17), with its total duration increased as well (FAF 60 62).}}
**{{buff|A fully charged bite has more base knockback (10 28), allowing it to KO even earlier.}}
**{{buff|An uncharged shot lasts longer (61 frames 71), increasing its traveling distance.}}
**{{nerf|Uncharged Dragon Fang Shot has more startup (frame 15 17), with its total duration increased as well (FAF 60 → 62).}}
**{{nerf|An uncharged shot has altered knockback (30/50 base / 80 scaling → 20/30 / 90), reducing it overall. The shot has also a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.}}
**{{nerf|A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.}}
***{{nerf|This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less [[hitstun]] at higher percents.}}
***{{nerf|This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less [[hitstun]] at higher percents.}}
**{{buff|A fully charged shot has altered knockback (50 base/80 scaling → 40/90), increasing it overall. This improves its KO potential.}}
**{{buff|A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier, albeit still later than the last levels of partial charge.}}
*[[Dragon Lunge]]:
*[[Dragon Lunge]]:
**{{buff|Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a [[tech-chasing|tech-chase]], and also leaves Corrin less vulnerable if the move misses.}}
**{{buff|Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, allowing pinned opponents to escape faster but setting them up for a [[tech-chasing|tech-chase]], and also leaves Corrin less vulnerable if the move misses.}}
***{{buff|Manually canceling the pin also incurs less ending lag (FAF 15 → 13).}}
***{{buff|Manually canceling the pin also incurs less ending lag (FAF 15 → 13).}}
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).}}
**{{nerf|Pin canceling incurs 19 frames of landing lag.}}
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7) and has much less ending lag (FAF 44 → 30).}}
**{{buff|The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).}}
**{{nerf|The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.}}
**{{nerf|The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.}}
**{{nerf|Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).}}
**{{nerf|Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).}}
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through [[shield]]ing opponents, especially if the opponent is heavier, making the kicks much easier to punish.}}
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through [[shield]]ing opponents as easily (or at all if the opponent is heavier and/or larger), making the kicks much easier to punish.}}
**{{nerf|The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.}}
**{{buff|Both kicks' clean hits have more knockback scaling (90 → 98), noticeably improving their KO potential.}}
**{{nerf|Pin canceling incurs 19 frames of landing lag.}}
**{{nerf|The back kick's early hit deals less knockback (70 base/110 scaling → 63/100), making it slightly less safe on hit.}}
*[[Dragon Ascent]]:
*[[Dragon Ascent]]:
**{{change|The move is called '''Dragon Ascent''' across all English versions of the game, rather than '''Draconic Ascent''' in the NTSC version.}}
**{{change|The move is called '''Dragon Ascent''' across all English versions of the game, rather than '''Draconic Ascent''' in the NTSC version.}}
**{{buff|The move grants more intangibility (frames 10-17 → 7-17).}}
**{{buff|The move grants more intangibility on startup (frames 10-17 → 7-17).}}
**{{buff|The last hit has more knockback scaling (155 → 170).}}
**{{buff|The last hit has more knockback scaling (155 → 170).}}
**{{buff|Corrin's air speed is reduced by less after using the move (air speed multiplier: 0.6 → 0.7).}}
**{{change|The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.}}
**{{change|The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.}}
**{{change|It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.}}
**{{change|It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.}}
*[[Counter Surge]]:
*[[Counter Surge]]:
**{{buff|Counter Surge has a longer [[counterattack]] window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.}}
**{{buff|Counter Surge has a longer [[counterattack]] window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.}}
**{{nerf|Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.}}
**{{buff|Counter Surge slows down opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).}}
**{{nerf|The counterattack deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.}}
**{{nerf|It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.}}
**{{nerf|It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.}}
**{{nerf|It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.}}
**{{nerf|It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.}}
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