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Sharktroid (talk | contribs) (→{{SSBB|Link}}: Added information from the latest update) |
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*{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | *{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | ||
*{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | *{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | *{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | ||
*{{buff|Up tilt can now meteor smash at his heel.}} | *{{buff|Up tilt can now meteor smash at his heel.}} | ||
*{{change|Down tilt sends backwards at the farthest hitbox.}} | |||
*{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | *{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | ||
*{{buff|Up smash has greater range and | *{{buff|Up smash has greater range and the first hit has a 0x [[Smash directional influence|SDI]] multiplier.}} | ||
*{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | *{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|A clean Knee Smash is stronger and can be done on any part of its initial hitbox.}} | *{{buff|All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.}} | ||
*{{buff|A clean Knee Smash is stronger, last longer (1 frame → 3), and can be done on any part of its initial hitbox.}} | |||
*{{buff|Down aerial always meteor smashes.}} | *{{buff|Down aerial always meteor smashes.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | *{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | ||
*{{buff|Back throw is now a meteor smash.}} | *{{buff|Back throw is now a meteor smash.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falcon Punch]] hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | *{{buff|[[Falcon Punch]] hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | ||
**{{buff|Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go too soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.}} | **{{buff|Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go too soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.}} | ||
**{{change|Falcon Punch has drastically increased hitlag.}} | **{{change|Falcon Punch has drastically increased hitlag.}} | ||
*{{buff|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]], and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.}} | |||
*{{buff|[[Falcon Dive]]'s grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.}} | *{{buff|[[Falcon Dive]]'s grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.}} | ||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move on a successful hit.}} | |||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move | |||
===Taunts=== | ===Taunts=== | ||
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*{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.}} | *{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.}} | ||
*{{buff|''Heat Wave'': Forward aerial now only consists of the first hit. This first hit has significantly more damage (4%/3% → 11%/10%), and more range.}} | *{{buff|''Heat Wave'': Forward aerial now only consists of the first hit. This first hit has significantly more damage (4%/3% → 11%/10%), and more range.}} | ||
*{{buff|Back and up aerials are more powerful}} | *{{buff|Back and up aerials are more powerful. Back aerial also now only has the second hit, increasing its reliability.}} | ||
*{{buff|Down aerial deals more shield damage (0 → 16), and can now be buffered into a down smash by executing the move just before landing.}} | *{{buff|Down aerial deals more shield damage (0 → 16), now meteors grounded opponents, and can now be buffered into a down smash by executing the move just before landing.}} | ||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame. Stalls Charizard's vertical momentum the first two times used in the air.}} | *{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame. Stalls Charizard's vertical momentum the first two times used in the air.}} | ||
*{{buff|[[Rock Smash]] is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a [[shield]] | *{{buff|[[Rock Smash]] is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a [[shield]] or a grab.}} | ||
*{{buff|Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air. Can drag opponents offstage, similarly to the [[Wall of pain]].}} | *{{buff|Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air. Can drag opponents offstage, similarly to the [[Wall of pain]].}} | ||
*{{buff|When used on the ground, [[Fly]] is a single hit, and can be canceled into any other move in the air before ending, allowing for combos.}} | *{{buff|When used on the ground, [[Fly]] is a single hit, and can be canceled into any other move in the air before ending, allowing for combos.}} | ||
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=={{SSBB|Diddy Kong}}== | =={{SSBB|Diddy Kong}}== | ||
===Aesthetics=== | |||
*{{change|Has four costumes where he wears a hoodie}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Knockback on forward and down tilts | *{{change|Knockback on forward and down tilts now deal set knockback.}} | ||
*{{ | *{{nerf|Dash attack can go off of ledges.}} | ||
*{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | *{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | ||
*{{buff|Up smash can be jump canceled 5 frames after the final hit.}} | *{{buff|Up smash can be jump canceled 5 frames after the final hit.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Holding B while performing an aerial move will make Diddy pull out a throwable peanut.}} | *{{buff|Holding B while performing an aerial move (except back aerial) will make Diddy pull out a throwable peanut.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|The explosion from when the [[Peanut Popgun]] is charged too long now produces a very powerful damaging hitbox of near-[[OHKO]] power, while also slightly damaging Diddy.}} | *{{buff|The explosion from when the [[Peanut Popgun]] is charged too long now produces a very powerful damaging hitbox of near-[[OHKO]] power, while also slightly damaging Diddy.}} | ||
*{{buff|Monkey Flip grab reworked:}} | *{{buff|Monkey Flip grab reworked:}} | ||
**{{buff|Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.}} | **{{buff|Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.}} | ||
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=={{SSBB|Donkey Kong}}== | =={{SSBB|Donkey Kong}}== | ||
===Aesthetics=== | |||
*{{change|Donkey Kong has four new alternate cosutmes based on [https://skylanders.fandom.com/wiki/Turbo_Charge_Donkey_Kong Turbo Charge Donkey Kong] from [https://skylanders.fandom.com/wiki/Skylanders:_SuperChargers Skylanders: SuperChargers]}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | *{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | ||
*{{buff|Donkey Kong slides much farther when doing a running up smash.}} | *{{buff|Donkey Kong slides much farther when doing a running up smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial late hit sends opponents towards Donkey Kong, allowing for more followups.}} | ||
*{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | *{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | ||
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*{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | *{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | ||
*{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | *{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | ||
*{{buff|''Barrel Pull'': [[Hand Slap]] | *{{buff|''Barrel Pull'': [[Hand Slap]] is faster, has significantly larger hitboxes, and the first hit is jump-cancelable. If the special move button is held, it is instead Barrel Pull, where he simply grabs a new [[Barrel]]. They can be thrown the opposite way DK is headed to push himself forward. The Barrels will disappear quickly and no longer explode.}} | ||
*{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | *{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | ||
*{{buff|[[Konga Beat]] has a larger hit box.}} | |||
=={{SSBB|Falco}}== | =={{SSBB|Falco}}== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward smash produces a damaging wind hitbox.}} | *{{buff|Forward smash produces a damaging wind hitbox.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falco Phantasm]] does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.}} | *{{buff|[[Falco Phantasm]] does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.}} | ||
**{{nerf|Falco Phantasm no longer has a hitbox}} | |||
*{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}} | *{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}} | ||
**{{buff|Falco also conserves the momentum for a short period of time after the fire.}} | **{{buff|Falco also conserves the momentum for a short period of time after the fire.}} | ||
*{{buff| | *{{buff|[[Reflector]] has been replaced with its Melee incarnation, increasing its combo potential.}} | ||
=={{SSBB|Fox}}== | =={{SSBB|Fox}}== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|''Melee Dodge'': If a direction is held on the [[control stick]]/[[C-Stick]]/[[directional pad|D-Pad]] while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. His ''Brawl'' air dodge is performed by air dodging with the control stick neutral.}} | *{{buff|''Melee Dodge'': If a direction is held on the [[control stick]]/[[C-Stick]]/[[directional pad|D-Pad]] while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. His ''Brawl'' air dodge is performed by air dodging with the control stick neutral.}} | ||
*{{buff|''[[Wavedash]]'': As in ''Melee'', air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability.}} | *{{buff|''[[Wavedash]]'': As in ''Melee'', air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability. Additionally, unlike in Melee, he can also wavedash out of a [[jumpsquat]].}} | ||
*{{ | *{{buff|Can slide off ledges by crouching while walking or dashing.}} | ||
*{{buff|Dash speed, walking speed, falling speed, and air speed increased.}} | *{{buff|Dash speed, walking speed, falling speed, and air speed increased.}} | ||
*{{change|Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.}} | *{{change|Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}} | *{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}} | ||
*{{buff|Down tilt deals more damage and sends up consistently.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}} | *{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}} | ||
*{{buff|Back aerial | *{{buff|Back aerial no sour spot.}} | ||
*{{change|"Come on!" SFX added to a landed up aerial.}} | *{{change|"Come on!" SFX added to a landed up aerial.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Up throw can be | *{{buff|Up throw can be interrupted starting on frame 34.}} | ||
*{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}} | *{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}} | ||
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*{{buff|[[Blaster]] has less start-up, has more range (twice that of ''Melee''), and can be canceled into a jump or any normal attack.}} | *{{buff|[[Blaster]] has less start-up, has more range (twice that of ''Melee''), and can be canceled into a jump or any normal attack.}} | ||
*{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}} | *{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}} | ||
**{{buff|''Slow Illusion'': Holding the shield button causes the movement to become slower and | **{{nerf|Fox Illusion no longer has a hitbox}} | ||
**{{buff|''Slow Illusion'': Holding the shield button causes the movement to become slower and trip, also becoming grab cancellable.}} | |||
*{{change|[[Fire Fox]] now hits at the autolink angle and has darker flame graphics.}} | *{{change|[[Fire Fox]] now hits at the autolink angle and has darker flame graphics.}} | ||
**{{buff|If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.}} | **{{buff|If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.}} | ||
**{{buff|Fox can grab the ledge while in Fire Fox's startup.}} | |||
*{{buff|Grounded [[Reflector]] startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in ''Melee'' (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.}} | *{{buff|Grounded [[Reflector]] startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in ''Melee'' (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.}} | ||
*{{buff|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}} | *{{buff|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Sourspot removed from forward smash.}} | *{{buff|Sourspot removed from forward smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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*{{buff|The charging of [[Eruption]] can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}} | *{{buff|The charging of [[Eruption]] can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}} | ||
**{{change|Ike’s Eruption now emits blue flames.}} | **{{change|Ike’s Eruption now emits blue flames.}} | ||
**{{buff|Fully charged Eruption extends far beyond the top blast zone if a [[Beam Sword]] is in hand.}} | |||
*{{buff|[[Quick Draw]] can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.}} | *{{buff|[[Quick Draw]] can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.}} | ||
**{{change|Grounded Quick Draw can go off of ledges.}} | |||
*{{buff|[[Aether]] has radically more knockback growth, and the final hit will heal Ike by 4% if landed.}} | *{{buff|[[Aether]] has radically more knockback growth, and the final hit will heal Ike by 4% if landed.}} | ||
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=={{SSBB|Ivysaur}}== | =={{SSBB|Ivysaur}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Stamina has been removed.}} | *{{buff|Stamina has been removed.}} | ||
*{{buff|Type effectiveness has been removed.}} | *{{buff|Type effectiveness has been removed, granting increased survivability against fire based moves.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Up and down aerials have additional hitboxes added that cause varying effects. Up aerial sweetspots causes a flower effect, and down aerial sweetspots puts opponents to [[sleep]]. Based on Poison Powder and Sleep Powder respectively.}} | |||
*{{buff|Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.}} | *{{buff|Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.}} | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|''Ivycopter'': | *{{buff|''Ivycopter'': This causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward if the B button is held, and allowing it to move from side to side at will, greatly aiding its recovery. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up. Aerial version cancels into up special and air dodge.}} | ||
*{{buff|''Critical Hit'': [[Razor Leaf]] deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.}} | *{{buff|''Critical Hit'': [[Razor Leaf]] deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.}} | ||
*{{buff|[[Vine Whip]] sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.}} | *{{buff|[[Vine Whip]] sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.}} | ||
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*{{buff|Kirby moves much faster after sucking someone in with {{b|Inhale|Kirby}}.}} | *{{buff|Kirby moves much faster after sucking someone in with {{b|Inhale|Kirby}}.}} | ||
*{{change|Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.}} | *{{change|Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.}} | ||
**{{buff|[[Chef]] | **{{buff|[[Chef]] fires five small projectiles instead of one large one. It is actionable sooner.}} | ||
**{{buff|[[Pikmin Pluck]] tosses Pikmin at a much faster rate.}} | **{{buff|[[Pikmin Pluck]] tosses Pikmin at a much faster rate.}} | ||
**{{buff|Pulls out [[Motion-Sensor Bomb]]s with [[Hand Grenade]] at a faster rate.}} | **{{buff|Pulls out [[Motion-Sensor Bomb]]s with [[Hand Grenade]] at a faster rate.}} | ||
**{{nerf|[[Ice Shot]]s shrink on distance instead of growing.}} | **{{nerf|[[Ice Shot]]s shrink on distance instead of growing.}} | ||
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**{{nerf|Cannot use Captain Falcon's power up taunt to charge a [[Falcon Punch]].}} | **{{nerf|Cannot use Captain Falcon's power up taunt to charge a [[Falcon Punch]].}} | ||
**{{nerf|Cannot perform a Bouncing Attack after copying [[Homing Attack]] nor follow up Homing Attack shield hits with more Homing Attacks.}} | **{{nerf|Cannot perform a Bouncing Attack after copying [[Homing Attack]] nor follow up Homing Attack shield hits with more Homing Attacks.}} | ||
**{{change|[[Needle Storm]] needs to be shield canceled to store charge, instead of after.}} | |||
**{{change|Copies [[Fire Breath]] and {{b|Inhale|King Dedede}} instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}} | **{{change|Copies [[Fire Breath]] and {{b|Inhale|King Dedede}} instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}} | ||
**{{change|Both [[Hero's Bow]]s, [[PK Flash]], [[PK Freeze]], Falco's [[Blaster]], [[Chomp]], and [[Palutena's Arrow]] function like their regular ''Brawl'' counterparts.}} | **{{change|Both [[Hero's Bow]]s, [[PK Flash]], [[PK Freeze]], Falco's [[Blaster]], [[Chomp]], and [[Palutena's Arrow]] function like their regular ''Brawl'' counterparts.}} | ||
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*{{buff|Grounded [[Hammer (move)|Hammer]] is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.}} | *{{buff|Grounded [[Hammer (move)|Hammer]] is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.}} | ||
*{{buff|The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.}} | *{{buff|The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.}} | ||
*{{buff|[[Final Cutter]] can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move before the projectile-shooting part.}} | *{{buff|[[Final Cutter]] can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move with an air-dodge before the projectile-shooting part.}} | ||
*{{change|[[Stone]] falls nearly immediately after being used.}} | *{{change|[[Stone]] falls nearly immediately after being used.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack pushes Lucas much further, and has | *{{buff|Dash attack pushes Lucas much further, and has can be immediately canceled on hit.}} | ||
*{{buff|Forward tilt can cancel into other moves.}} | *{{buff|Forward tilt can cancel into other moves on hit.}} | ||
*{{buff|Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory.}} | *{{buff|Down tilt now always trips on its first hit. Any following hit dows not trip, and 80 frames must pass without a down tilt before it can trip again.}} | ||
*{{buff|Forward smash can be angled.}} | |||
*{{buff|Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory. If the A button is held, it will instead freeze the opponent.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Forward Aerial is now stronger and slightly bigger.}} | ||
*{{buff|Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.}} | *{{buff|Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.}} | ||
*{{buff| | *{{buff|Up and Back aerials are stronger.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|[[PK Freeze]] no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it, although the projectile will vanish at startup if Lucas is too close to a surface. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the projectile.}} | *{{buff|[[PK Freeze]] no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it, although the projectile will vanish at startup if Lucas is too close to a surface. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the projectile.}} | ||
*{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.}} | *{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage. Can be canceled into grab aerial if used in the air}} | ||
*{{buff|If Lucas strikes a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he will automatically use PK Thunder again, up to three consecutive times.}} | *{{buff|If Lucas strikes a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he will automatically use PK Thunder again, up to three consecutive times.}} | ||
*{{buff|PK Thunder can be interrupted by an [[air dodge]]. Doing so will not leave Lucas [[helpless]].}} | *{{buff|PK Thunder can be interrupted by an [[air dodge]]. Doing so will not leave Lucas [[helpless]].}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Down Tilt is significantly faster, being about twice as fast.}} | *{{buff|Down Tilt is significantly faster, being about twice as fast.}} | ||
*{{buff|Pressing the Shield button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.}} | *{{buff|Pressing the Shield or attack button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in ''[[mariowiki:Super Mario Land|Super Mario Land]]''. When holding B, Luigi will use the Thunderhand from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'' instead, an electric move that deals a single powerful blow.}} | *{{buff|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in ''[[mariowiki:Super Mario Land|Super Mario Land]]''. When holding B, Luigi will use the Thunderhand from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'' instead, an electric move that deals a single powerful blow.}} | ||
*{{buff|[[Green Missile]] always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable.}} | *{{buff|[[Green Missile]] always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable on hit. The attack is also no longer able to get stuck in walls, making it safer as a recovery move.}} | ||
*{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}} | *{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}} | ||
*{{nerf|A sweetspotted Super Jump Punch is weaker.}} | *{{nerf|A sweetspotted Super Jump Punch is weaker.}} | ||
*{{buff|[[Luigi Cyclone]] can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground | *{{buff|[[Luigi Cyclone]] can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground.}} | ||
*{{buff|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}} | *{{buff|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Forward aerial has fire graphics, is much stronger and no longer has a sourspot.}} | *{{buff|Forward aerial has fire graphics, is much stronger, has less landing lag, and no longer has a sourspot.}} | ||
*{{buff|Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.}} | *{{buff|Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, allowing him to shoot them at a more rapid pace | *{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, allowing him to shoot them at a more rapid pace. In addition, if one holds B, instead of launching a Fireball, Mario will use the Firebrand move from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', that, when used on the ground, is a single hit burst of flame from his palm with solid damage and knockback. However, when used in the air, it becomes a multi-hit that has less less knockback, but more combo potential}} | ||
*{{buff|By holding ''B'', [[Super Jump Punch]] can be | *{{buff|By holding ''B'', [[Super Jump Punch]] can be turned into Double Jump Punch, akin to Pikachu's Quick Attack, can be canceled into a walljump from frame 9, and the final hit is much stronger.}} | ||
*{{buff|[[F.L.U.D.D.]] is always fully charged. It now pulls opponents towards Mario and can be canceled into anything except | *{{buff|[[F.L.U.D.D.]] is always fully charged. It now uses Minus Water, which pulls opponents towards Mario and can be canceled into anything except another F.L.U.D.D.}} | ||
*{{buff|[[Mario Finale]] can be jump canceled.}} | *{{buff|[[Mario Finale]] can be jump canceled.}} | ||
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*{{buff|When the attack button is held, Marth will repeat his jab combo at a rapid pace.}} | *{{buff|When the attack button is held, Marth will repeat his jab combo at a rapid pace.}} | ||
*{{buff|When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal ''Brawl''. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.}} | *{{buff|When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal ''Brawl''. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.}} | ||
*{{buff|Up smash now has better hitboxes on the side of the attack.}} | *{{buff|Up smash now has better hitboxes on the side of the attack and has more knockback scaling on the tipper.}} | ||
*{{buff|Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}} | *{{buff|Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}} | ||
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===Specials=== | ===Specials=== | ||
*{{buff|[[Shield Breaker]] pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag.}} | *{{buff|[[Shield Breaker]] pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag. Aerial version autocancels.}} | ||
*{{buff|[[Dancing Blade]] is slightly slower. The third hit angled down is a strong spike and final hit angled up is much stronger | *{{buff|[[Dancing Blade]] is slightly slower. The third hit angled down is a strong spike and final hit angled up is much stronger and can be jump canceled on hit.}} | ||
*{{change|[[Dolphin Slash]] plays the SFX from ''Melee''.}} | *{{change|[[Dolphin Slash]] plays the SFX from ''Melee''.}} | ||
*{{buff|[[Critical Hit]] has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's ''Brawl-'' Warlock Punch.}} | *{{buff|[[Critical Hit]] has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's ''Brawl-'' Warlock Punch.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{nerf|Meta Knight is drastically lighter | *{{nerf|Meta Knight is drastically lighter (79 → 73).}} | ||
*{{buff|Meta Knight no longer goes into special fall, and can use each special in the air once.}} | *{{buff|Meta Knight no longer goes into special fall, and can use each special in the air once.}} | ||
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*{{buff|[[Dimensional Cape]] is much stronger when used as an attack and has increased hitlag. Also, [[Infinite Dimensional Cape]] can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.}} | *{{buff|[[Dimensional Cape]] is much stronger when used as an attack and has increased hitlag. Also, [[Infinite Dimensional Cape]] can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.}} | ||
*{{nerf|Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.}} | *{{nerf|Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.}} | ||
===Taunts=== | |||
*{{change|Pressing A during Up Taunt causes Meta Knight to trip.}} | |||
=={{SSBM|Mewtwo}}== | =={{SSBM|Mewtwo}}== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches | *{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches a much larger projectile.}} | ||
*{{buff|[[Judge]] can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:}} | *{{buff|[[Judge]] can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:}} | ||
**{{buff|1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal ''Brawl''.}} | **{{buff|1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal ''Brawl''.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Pichu is significantly heavier (55 → 74).}} | *{{buff|Pichu is significantly heavier (55 → 74).}} | ||
*{{ | *{{nerf|Pichu's forward tilt, up smash, down smash, and back aerial now inflict self-damage.}} | ||
*{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | *{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward tilt has a disjointed sweetspot with enough power to kill around 110% at ledge.}} | |||
*{{buff|Down tilt now launches vertically, improving its combo ability.}} | |||
*{{nerf|Forward smash final hit is significantly weaker (90 base/140 scaling → 69/90), even with higher damage (6% → 10%).}} | |||
*{{change|Up smash now has electrical properties.}} | *{{change|Up smash now has electrical properties.}} | ||
**{{change|It now has a different angle of knockback (85 → 101).}} | **{{change|It now has a different angle of knockback (85 → 101).}} | ||
**{{nerf|It has | **{{nerf|It has less knockback (50 base/105 scaling → 48/93).}} | ||
*{{change|Down smash is now a multi-hit that sends vertically.}} | |||
*{{ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Forward aerial deals more damage (8% → 13%) and the final hit deals more knockback (0 base/100 scaling → 55/105).}} | ||
*{{buff|Back aerial is a multi-hit that deals more damage (9% → 14%) and has more kill power.}} | |||
*{{buff|Down aerial is more powerful and meteor smashes.}} | |||
===Special moves=== | ===Special moves=== | ||
*{{ | *{{change|Pichu's neutral special is [[Bulbapedia:Nuzzle_(move)|Nuzzle]], which stuns opponents in front of Pichu at close range.}} | ||
*{{buff|Pichu's | **{{buff|After Pichu takes 40% in self-damage, it can use [[Bulbapedia:Discharge_(move)|Discharge]], a powerful kill option. However, it needs to be recharged after use.}} | ||
*{{buff| | *{{buff|Pichu's side special is [[Bulbapedia:Electro_Ball_(move)|Electro Ball]], a projectile that stuns the opponent.}} | ||
*{{ | *{{buff|[[Agility]] only consists of only one dash, but can be used three times before landing and does not put in special fall. Holding the special button gives the move a hitbox that deals weak fixed knockback but deals self-damage. The held variant will immediately stop when colliding with an opponent.}} | ||
*{{change|Down special now is [[Bulbapedia:Thunderbolt_(move)|Thunderbolt]], which does not consist of the shockwave at the end, but also does not self-inflict damage.}} | |||
===Taunts=== | ===Taunts=== | ||
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*{{buff|Back throw throws opponents at a semi-spike.}} | *{{buff|Back throw throws opponents at a semi-spike.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|There is more control over the arrows shot from [[Palutena's Bow]] - there is no limit to their turning speed. Palutena's Bow can also be charged longer | *{{buff|There is more control over the arrows shot from [[Palutena's Bow]] - there is no limit to their turning speed. Palutena's Bow can also be charged longer. Arrows fired upwards are much slower and smaller. Aerial charge animation can be cancelled near startup by pressing the shield button, which sends Pit tumbling.}} | ||
*{{buff| | *{{buff|Side Special is now Angel Sweep. Using it in the air will make him execute a weaker glide attack. Holding the special button will make him soar through the air, which can be controlled with the control stick. Using it on the ground executes a short version of the held aerial version.}} | ||
*{{buff|Hitbox added to [[Wings of Icarus]]' startup. It can be used 3 times. The second can be canceled into the third.}} | *{{buff|Hitbox added to [[Wings of Icarus]]' startup. It can be used 3 times. The second can be canceled into the third.}} | ||
*{{buff|[[Mirror Shield]] is jump cancelable.}} | *{{buff|[[Mirror Shield]] is jump cancelable.}} | ||
*{{buff|The Centurions in [[Palutena's Army]] can now change flight directions, allowing them to chase down a target more effectively.}} | *{{buff|The Centurions in [[Palutena's Army]] can now change flight directions, allowing them to chase down a target more effectively.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{buff|Pit’s up taunt now deals damage with a quick series of weak opening slashes, finishing with a 14% jab upwards that can KO at roughly 160%.}} | *{{buff|Pit’s up taunt now deals damage with a quick series of weak opening slashes, finishing with a 14% jab upwards that can KO at roughly 160%.}} | ||
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=={{SSBB|Samus}}== | =={{SSBB|Samus}}== | ||
===Aesthetics=== | |||
*{{change|Samus's name is now stylized as Samus Aran.}} | |||
*{{change|Samus now has costumes based on her Power Suit, Varia Suit, Gravity Suit, and Metroid Suit from Metroid Dread.}} | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Attacks are generally stronger.}} | *{{buff|Attacks are generally stronger.}} | ||
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*{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}} | *{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}} | ||
*{{buff|Up tilt always spikes on the heel and always sends horizontally on the leg.}} | *{{buff|Up tilt always spikes on the heel and always sends horizontally on the leg.}} | ||
*{{buff|Down tilt is an extremely fast close-range explosion | *{{buff|Down tilt is an extremely fast close-range explosion that can be canceled after frame 8 on unshielded hit, with vertical knockback. Can be quickly comboed into other moves if it lands.}} | ||
*{{buff|Up smash is a combination of [[Aura]] and ice instead of fire, simulating Phazon. Last hit is much stronger.}} | *{{buff|Up smash is a combination of [[Aura]] and ice instead of fire, simulating Phazon. Last hit is much stronger.}} | ||
*{{buff|Down smash produces knockback that is more horizontal.}} | *{{buff|Down smash produces knockback that is more horizontal.}} | ||
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===Specials=== | ===Specials=== | ||
*{{buff|[[Charge Shot]] charges quicker and is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.}} | *{{buff|[[Charge Shot]] charges quicker and in the air and is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.}} | ||
**{{change|Charge Shot now sends Samus much further back when used in the air.}} | **{{change|Charge Shot now sends Samus much further back when used in the air.}} | ||
*{{buff|[[Missile|Homing missiles]] are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.}} | *{{buff|[[Missile|Homing missiles]] are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.}} | ||
*{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}} | *{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}} | ||
*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower | *{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}} | ||
**{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | **{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | ||
*{{change|{{b|Zero Laser|Samus}} | *{{change|{{b|Zero Laser|Samus}} no longer transforms Samus into Zero Suit Samus.}} | ||
===Taunts=== | ===Taunts=== | ||
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*{{buff|Down tilt propels Squirtle slightly.}} | *{{buff|Down tilt propels Squirtle slightly.}} | ||
*{{buff|Forward smash propels Squirtle about twice as far, increasing its reach.}} | *{{buff|Forward smash propels Squirtle about twice as far, increasing its reach.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial is now a quicker, waterless attack that bounces Squirtle up slightly if it makes contact.}} | *{{buff|Neutral aerial is now a quicker, waterless attack that bounces Squirtle up slightly if it makes contact.}} | ||
*{{buff|Up aerial is much quicker and can be chained effectively.}} | *{{buff|Up aerial is much quicker and can be chained effectively.}} | ||
*{{buff|Last hit on down aerial now sends opponents on a semi-spike trajectory.}} | |||
===Specials=== | ===Specials=== | ||
*{{buff|Uncharged [[Water Gun]] freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.}} | *{{buff|Uncharged [[Water Gun]] freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.}} | ||
*{{buff|[[Withdraw]] is now a short but swift dash forward. Can aid in recovery.}} | *{{buff|[[Withdraw]] is now a short but swift dash forward. Can aid in recovery.}} | ||
*{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.}} | *{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.}} | ||
*{{buff|New aerial down special: Aqua Jet, a downward water stream that meteor smashes, goes straight through platforms, and gives Squirtle slight upwards momentum. The meteor smash is stronger the closer the foe is to Squirtle. On the ground this move is a weaker copy of up smash where Squirtle jumps up.}} | |||
===Taunts=== | ===Taunts=== | ||
*{{buff|His down taunt is quicker and has armor.}} | *{{buff|His down taunt is quicker and has armor.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Second hit of jab can cancel into crouch or dash | *{{buff|Second hit of jab can cancel into crouch or dash.}} | ||
*{{buff|Down tilt now meteor smashes.}} | |||
*{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}} | *{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}} | ||
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*{{buff|Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's [[knee smash]].}} | *{{buff|Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's [[knee smash]].}} | ||
*{{nerf|The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.}} | *{{nerf|The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.}} | ||
*{{buff| | *{{buff|Forward aerial only meteors, is stronger, and has drastically increased hitlag.}} | ||
*{{buff|The final hit of a back aerial has increased hitlag and an electrical effect.}} | *{{buff|The final hit of a back aerial has increased hitlag and an electrical effect.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Egg Lay]] no longer causes upwards momentum to the laid egg or the escaping opponent.}} | *{{buff|[[Egg Lay]] no longer causes upwards momentum to the laid egg or the escaping opponent.}} | ||
**{{nerf|Opponents break free | **{{nerf|Opponents break free faster.}} | ||
*{{buff|[[Egg Roll]] is much faster, no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground, and is grab cancelable.}} | *{{buff|[[Egg Roll]] is much faster, no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground, and is grab cancelable.}} | ||
*{{buff|[[Egg Throw]] | *{{buff|[[Egg Throw]] now throws Molotov Eggs, which have a fire trail and produce a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.}} | ||
*{{buff|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | *{{buff|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | ||
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=={{SSBB|Zero Suit Samus}}== | =={{SSBB|Zero Suit Samus}}== | ||
===Aesthetics=== | |||
*{{change|Zero Suit Samus has four new alternate costumes based on her Cadet Samus appearance from ''{{iw|metroidwiki|Metroid: Other M}}''}} | |||
===Attributes=== | ===Attributes=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{ | *{{buff|Pressing the grab button for the last hit of a jab will fire a weak shot.}} | ||
*{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | *{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | ||
*{{nerf|Down smash is slower.}} | *{{nerf|Down smash is slower.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal aerial | *{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal spike aerial.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | *{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | ||
*{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | *{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | ||
*{{ | *{{nerf|[[Flip Jump]] No longer has intangibility.}} | ||
**{{change|Flip Jump only uses the attack portion with A. This is so the move can be followed up with specials better.}} | |||
===Taunts=== | ===Taunts=== | ||
*{{buff|Up taunt gives ZSS a throwable arm cannon.}} | *{{buff|Up taunt gives ZSS a throwable arm cannon.}} | ||
==References== | ==References== | ||
*http://blog.brawlminus.net/characters | *http://blog.brawlminus.net/characters | ||
*https://brawlminus.net/characters | *https://brawlminus.net/characters |
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