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

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*{{nerf|Charizard [[walk]]s slightly slower (1.2 → 1.187).}}
*{{nerf|Charizard [[walk]]s slightly slower (1.2 → 1.187).}}
*{{buff|Charizard [[run]]s faster (2 → 2.2).}}
*{{buff|Charizard [[run]]s faster (2 → 2.2).}}
**{{buff|Its [[initial dash]] speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.}}
**{{buff|Its [[initial dash]] speed is significantly faster (1 → 2.28), going from the slowest in the game to the 5th fastest.}}
*{{buff|Charizard's [[air speed]] is much higher (0.92 → 1.103).}}
*{{buff|Charizard's [[air speed]] is much higher (0.92 → 1.103).}}
*{{buff|Charizard has significantly higher [[traction]] (0.04 → 0.11), no longer being tied with {{SSBU|Mewtwo}} for having the second lowest traction in the game. This allows it to punish opponents out of shield much more easily.}}
*{{buff|Charizard has significantly higher [[traction]] (0.04 → 0.11), no longer being tied with {{SSBU|Mewtwo}} for having the second lowest traction in the game. This allows it to punish opponents out of shield much more easily.}}
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**{{nerf|The third hit has a shorter hitbox duration (frames 7-9 → 7-8).}}
**{{nerf|The third hit has a shorter hitbox duration (frames 7-9 → 7-8).}}
**{{change|The first and second hits have altered angles to keep opponents close to Charizard (120°/[[361]]° → 361°/180° (hit 1), 80°/55°/30° → 361° (hit 2)) like other neutral attacks, and have gained a [[hitstun modifier]] of 2, with the second hit also dealing less knockback (25/40 base/50 scaling → 20 base/30/28/25 scaling). This allows them to connect and [[jab lock]] more consistently, but removes their [[jab cancel]] setups against grounded opponents.}}
**{{change|The first and second hits have altered angles to keep opponents close to Charizard (120°/[[361]]° → 361°/180° (hit 1), 80°/55°/30° → 361° (hit 2)) like other neutral attacks, and have gained a [[hitstun modifier]] of 2, with the second hit also dealing less knockback (25/40 base/50 scaling → 20 base/30/28/25 scaling). This allows them to connect and [[jab lock]] more consistently, but removes their [[jab cancel]] setups against grounded opponents.}}
**{{change|Charizard rears back in a more pronounced fashion during the ending lag of the last hit.}}
**{{change|The third hit launches at a consistent angle (70°/60°/50°/45° → 60°).}}
**{{change|Charizard rears back in a more pronounced fashion during the ending lag of the third hit.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the [[z-axis]].}}
**{{buff|Forward tilt has a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the [[z-axis]].}}
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*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's lower landing lag alongside the removal of [[tech]]ing for grounded [[meteor smash]]es enable it to function as a potent combo starter onstage.}}
**{{buff|Down aerial's lower landing lag alongside the removal of [[tech]]ing for grounded [[meteor smash]]es enable it to function as a potent combo starter onstage.}}
**{{buff|Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).}}
**{{buff|The clean hit has a longer duration (frames 18-20 → 18-21).}}
**{{nerf|It auto-cancels later (frame 41 → 42).}}
**{{nerf|It has smaller hitboxes (6u/5u → 5u/5.5u (clean), 4.5u/5.5u (late)) that no longer extend horizontally from Charizard's leg, and the clean hit's inner hitbox is now a sourspot that does not meteor smash (270° → 361°). This reduces the move's range and makes it slightly harder to use for edgeguarding.}}
**{{nerf|It has smaller hitboxes (6u/5u → 5u/5.5u (clean), 4.5u/5.5u (late)) that no longer extend horizontally from Charizard's leg, and the clean hit's inner hitbox is now a sourspot that does not meteor smash (270° → 361°). This reduces the move's range and makes it slightly harder to use for edgeguarding.}}
**{{nerf|The clean hit has a higher hitlag multiplier (1× → 1.3×), giving the opponent more time to DI.}}
**{{nerf|The late hit has a shorter duration (frames 21-26 → 22-25).}}
**{{nerf|The late hit has a shorter duration (frames 21-26 → 22-25).}}
**{{change|The move's animation has been lengthened by one frame during startup, leading to several small frame changes:}}
***{{buff|Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).}}
***{{buff|The clean hit has a longer duration (frames 18-20 → 18-21).}}
***{{nerf|Its ending auto-cancel window is active later (frame 41 → 42).}}
**{{change|The stomp has a more pronounced animation.}}
**{{change|The stomp has a more pronounced animation.}}
**{{bugfix|The landing animation no longer causes Charizard's tongue to clip through its head.}}
**{{bugfix|The landing animation no longer causes Charizard's tongue to clip through its head.}}
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**{{buff|Due to the [[Sakurai angle]] being lower against aerial opponents in ''Ultimate'' (45° → 38°), it has improved edgeguarding and KO potential.}}
**{{buff|Due to the [[Sakurai angle]] being lower against aerial opponents in ''Ultimate'' (45° → 38°), it has improved edgeguarding and KO potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw no longer inflicts hitlag, allowing it to execute much faster, despite releasing the opponent later (frame 52 → 55).}}
**{{buff|Down throw's looping hits no longer inflict hitlag, allowing it to execute much faster, despite releasing the opponent later (frame 52 → 55).}}
**{{buff|The looping hits deal knockback to bystanders (0 base/0 scaling → 0/100), making the move safer in battles with multiple opponents.}}
**{{buff|The looping hits deal knockback to bystanders (0 base/0 scaling → 0/100), making the move safer in battles with multiple opponents.}}
**{{nerf|It has more ending lag (FAF 71 → 77), which alongside ''Ultimate''{{'}}s knockback speed-up effect hinders its combo potential, despite Charizard's faster jumpsquat.}}
**{{nerf|It has more ending lag (FAF 71 → 77), and no longer inflicts 4 frames of hitlag on the opponent upon releasing them. This hinders its combo potential, with Charizard's faster jumpsquat failing to compensate.}}
**{{change|It has an altered animation where Charizard hovers slightly while breathing fire onto the opponent, and lifts itself higher into the air with a more exaggerated breathing animation upon releasing them.}}
**{{change|It has an altered animation where Charizard hovers slightly while breathing fire onto the opponent, and lifts itself higher into the air with a more exaggerated breathing animation upon releasing them.}}
*[[Edge attack]]:
*[[Edge attack]]:
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**{{change|It causes Charizard to emit orange flames on startup instead of glowing blue. Its flame effects are also much more intense.}}
**{{change|It causes Charizard to emit orange flames on startup instead of glowing blue. Its flame effects are also much more intense.}}
**{{change|Charizard's voice is louder when using the move, allowing players to hear it without adjusting the [[Sound]] settings.}}
**{{change|Charizard's voice is louder when using the move, allowing players to hear it without adjusting the [[Sound]] settings.}}
**{{change|The recoil damage from the second hit of the move is no longer applied all in one go, but is instead applied over the course of a few frames, with it being applied over the next 5 consecutive frames when hitting an opponent, or in intervals of 10 frames when hitting a wall.<ref>In early versions of the game, the 10 frame delay would always be applied, even when hitting an opponent. At an unknown point in the game's update history, this stopped being the case. The mention of the 10 frame delay in the game's parameters, along with no mention of a different delay for when hitting opponent, would imply that this is a glitch</ref>}}
*[[Fly]]:
*[[Fly]]:
**{{bugfix|Fly no longer suffers [[RCO lag]].}}
**{{bugfix|Fly no longer suffers [[RCO lag]].}}