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.}}


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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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**{{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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