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===Aesthetics=== | ===Aesthetics=== | ||
*{{change| | *{{change|Due to the aesthetic used in ''Ultimate'', Mega Man's model features a more subdued color scheme. Some of the mechanical details on his body are more pronounced, and his armor has a more realistic metallic sheen.}} | ||
*{{change|Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present in ''Mega Man 8'', ''Mega Man & Bass'', and ''Mega Man 11''.}} | *{{change|Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present in ''Mega Man 8'', ''Mega Man & Bass'', and ''Mega Man 11''.}} | ||
*{{change|Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games. He also opens his mouth while [[shield]]ing.}} | *{{change|Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games. He also opens his mouth while [[shield]]ing.}} | ||
*{{change|Mega Man has a new shield break animation.}} | *{{change|Mega Man has a new shield break animation.}} | ||
*{{change|Mega Man emits sparks whenever he takes damage. This is shared with {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and {{SSBU|R.O.B.}}, all of which are mechanical-based fighters.}} | |||
*{{change|All of Mega Man's [[victory pose|victory animations]] have been changed in some way:}} | *{{change|All of Mega Man's [[victory pose|victory animations]] have been changed in some way:}} | ||
**{{change|The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.}} | **{{change|The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.}} | ||
**{{change|The victory animation where he strikes his title screen pose from ''Rockman'' has been reanimated to be slightly slower.}} | **{{change|The victory animation where he strikes his title screen pose from ''Rockman'' has been reanimated to be slightly slower.}} | ||
**{{change|Mega Man now shoots thrice instead of twice in his standing victory animation.}} | **{{change|Mega Man now shoots thrice instead of twice in his standing victory animation.}} | ||
*{{change|Unlike other characters, Mega Man's [[Boxing Ring]] is now "The Blue Bomber" from the PAL version of ''Smash 4'' across all English versions, rather than "Blue Metal Hero" from the NTSC version.}} | *{{change|Unlike other characters, who reuse their NTSC English title in all versions of ''Ultimate'', Mega Man's [[Boxing Ring]] is now "The Blue Bomber" from the PAL version of ''Smash 4'' across all English versions, rather than "Blue Metal Hero" from the NTSC version.}} | ||
*{{change|When KO'd by reaching 0 HP during his | *{{change|When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Mega Man no longer emits his orbs immediately; he now only does so after a short while when he isn't the last victim, alongside the regular [[instant KO]] effect.}} | ||
===Attributes=== | ===Attributes=== | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack deals more damage (1% → 1.2% (hits 1-7), 3% → 4% (hit 8); 10% → 12.4% (total)), with knockback not compensated on the last hit, improving its KO potential.}} | **{{buff|Dash attack deals more damage (1% → 1.2% (hits 1-7), 3% → 4% (hit 8); 10% → 12.4% (total)), with knockback not compensated on the last hit, improving its KO potential.}} | ||
**{{buff|It's faster (frame 8 → 7) with the same endlag (FAF 61 → 60).}} | |||
**{{buff|Its linking hits have a lower [[hitlag]] multiplier (1× → 0.5×), and one of their hitboxes has lower [[set knockback]] (65 → 36), making them harder to [[SDI]] out of and allowing them to connect more reliably.}} | **{{buff|Its linking hits have a lower [[hitlag]] multiplier (1× → 0.5×), and one of their hitboxes has lower [[set knockback]] (65 → 36), making them harder to [[SDI]] out of and allowing them to connect more reliably.}} | ||
**{{buff|One of dash attack's looping hitboxes is bigger (1u → 3u).}} | **{{buff|One of dash attack's looping hitboxes is bigger (1u → 3u).}} | ||
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*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash deals more knockback (30 base/99 scaling → 31/103 (clean), 105 scaling → 106 (mid), 35 base/36 scaling → 60/40 (late)), improving its KO potential.}} | **{{buff|Down smash deals more knockback (30 base/99 scaling → 31/103 (clean), 105 scaling → 106 (mid), 35 base/36 scaling → 60/40 (late)), improving its KO potential.}} | ||
**{{buff|the clean and mid hit sweetspots are bigger (5.5u → 6.4u), placed lower (Y offset : 5.0 → 4.2) and closer to Mega Man (Z offset : 8.5 → 7.7). This improves the move's range in all direction, but most notably downwards.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
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**{{buff|Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.}} | **{{buff|Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.}} | ||
**{{change|The explosion's last hit has more base knockback (40 → 70), but drastically less knockback scaling (120 → 65). This improves its combo ability, but significantly hinders its KO power.}} | **{{change|The explosion's last hit has more base knockback (40 → 70), but drastically less knockback scaling (120 → 65). This improves its combo ability, but significantly hinders its KO power.}} | ||
**{{change|The projectile travels faster (speed 2 → 2.4), but doesn't last as long (60 → 51).}} | |||
**{{change|Crash Bomber visually flashes more intensely.}} | **{{change|Crash Bomber visually flashes more intensely.}} | ||
*[[Rush Coil]]: | *[[Rush Coil]]: | ||
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**{{change|The thrown shield's hits have a higher hitlag multiplier (0.3× → 0.5×). This makes them easier to [[DI]], but gives Mega Man more time to follow up.}} | **{{change|The thrown shield's hits have a higher hitlag multiplier (0.3× → 0.5×). This makes them easier to [[DI]], but gives Mega Man more time to follow up.}} | ||
*[[Mega Legends]]: | *[[Mega Legends]]: | ||
**{{change|Both [[Proto Man]] and [[Bass]] | **{{change|Both [[Proto Man]] and [[Bass]] now appear alongside the Mega Legends to attack the target.}} | ||
**{{nerf|The final hit has lower knockback scaling (140 → 130), weakening its KO potential.}} | **{{buff|Perhaps as a result, the middle portion of the attack deals more damage (27% → 31.2%), increasing the move's maximum damage (40% → 44.2%).}} | ||
**{{nerf|The final hit has lower knockback scaling (140 → 130), and a higher minimum angle (40˚ → 45˚) weakening its KO potential overall.}} |
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