Template:SSB4 to SSBU changelist/Mega Man: Difference between revisions

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**{{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 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.}}
*{{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===
*{{buff|Like all characters, Mega Man's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Mega Man's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Mega Man [[dash]]es faster (1.456 → 1.602).}}
*{{buff|Mega Man [[run|runs]] faster (1.456 → 1.602).}}
**{{buff|Mega Man's initial [[dash]] is significantly faster (1.5 → 1.958).}}
**{{buff|Mega Man's initial [[dash]] is significantly faster (1.5 → 1.958).}}
*{{buff|Mega Man [[walk]]s faster (1.078 → 1.132).}}
*{{buff|Mega Man [[walk|walks]] slightly faster (1.078 → 1.132).}}
*{{buff|Mega Man's [[air speed]] is faster (1.1 → 1.155).}}
*{{buff|Mega Man's [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Mega Man's [[traction]] is higher (0.06 → 0.094), although due to the universal changes, it is much lower relative to the cast, going from above average to notably below average.}}
*{{buff|Mega Man's [[traction]] is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
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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]] have been added at the end of the [[Final Smash]]'s cutscene.}}
**{{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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