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

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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (19 frames → 12 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).}}
*{{change|[[Lightning Kick]]s and [[down aerial]] have unique sound effects when used.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the [[autolink angle]] (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits using [[weight-independent]] knockback and having a lower hitlag multiplier (0.6×).}}
**{{change|Neutral aerial has altered hitlag (1× (all) → 0.6× (looping hits)/2× (last hit)).}}
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}}
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)).}}
**{{buff|The looping hits use [[weight-independent]] knockback.}}
**{{change|The looping hits now use different hitboxes for aerial versus grounded opponents.}}
**{{nerf|On aerial opponents, instead of 2 medium hitboxes, the looping hits now consist of 4 small extended hitboxes (4.7u/4.7u → 1.5u/1.5u/1.5u/1.5u). Due to being extended, they can no longer interpolate.}}
***{{nerf|They no longer use the autolink angle (366° → 132°/230° (front), 152°/210° (back)), causing the move to connect less reliably. The opponent's final launch position and direction are less controllable due to always sending inward and no longer following Zelda's movement, making follow-ups more difficult.}}
***{{nerf|The aerial hitboxes have drastically lower knockback and thus hitstun (75 set/100 scaling → 30 base/10 scaling (bottom hits), 15 base/10 scaling (top hits)). This makes it much easier for the opponent to punish Zelda if they fall out of the looping hits, and completely removes neutral aerial’s drag-down combo potential at realistic percents despite the move’s lower landing lag.}}
**{{nerf|On grounded opponents, the looping hits' angles send more outward from Zelda (80° → 70°), making it harder to connect subsequent hits.}}
***{{nerf|They also no longer use set knockback (75 set/100 scaling 50 base/80 scaling), now sending into tumble at higher percents. Combined with the new knockback speed-up effect, at higher percents it becomes harder or even impossible to fully connect the move against grounded opponents, due to the first hit sending them too far.}}
***{{buff|However, the angle and knockback changes improve a single hit's combo potential on grounded opponents at high percents if used in a [[fast fall]].}}
***{{change|Due to the removal of set knockback, the front hit's higher damage now makes it stronger than the back hit.}}
***{{buff|The hitboxes are slightly larger (4.7u → 5u).}}
***{{change|The hitboxes have altered positions (y-offset 11 (front)/12 (back) → 10/13, z-offset 7.6/-6 → 7.6/-5).}}
**{{buff|The hand hitboxes for the final hit are larger (4u → 5u) and have altered positions (y-offset 11 (front)/12 (back) → 9/13.5, z-offset 7.6/-6 → 8.5/-7), increasing their range.}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{change|The last hit has a higher hitlag multiplier (1× → 2×).}}
*[[Lightning Kick]]:
*[[Lightning Kick]]:
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}  
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}  
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**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|It has a longer duration (6/7-9 → 6/7-10.)}}
**{{buff|The sourspots have a longer duration (6-9 → 6-10.)}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
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**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.}}
**{{buff|Down aerial's clean hit is larger, and has an additional hitbox that covers Zelda's lower leg, giving it more range (4u → 4.2u/4u). This removes its blind spot and makes it easier to land.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/4u), reducing its range and worsening its gimping potential.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), reducing its range and worsening its gimping potential.}}
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}}
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}}


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