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

Fixed some mistakes, notably where it was stated upB intangibility started frame 11 and had a longer duration. Added some unnoted changes
(Fixed some mistakes, notably where it was stated upB intangibility started frame 11 and had a longer duration. Added some unnoted changes)
Line 169: Line 169:
===Special moves===
===Special moves===
*[[Nayru's Love]]:
*[[Nayru's Love]]:
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
**{{buff|Its intangibility and reflector start one frame earlier (frame 5 → 4).}}
**{{nerf|Its reflective hitbox has a shorter duration (frames 5-43 → 4-40). The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}}
**{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}}
**{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}}
**{{buff|Its intangibility starts one frame earlier (frame 5 4).}}
**{{buff|The inner looping hit is larger (6u → 8.5u) and positioned lower (y-offset 8 7). This allows it to hit below stage.}}
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
***{{nerf|However, the inner looping hit does not stretch as far (z-offset -4 to 4 → -0.5 to 0.5), slightly reducing the looping hits' horizontal range against aerial opponents.}}
**{{nerf|Its reflective hitbox timing (frames 5-43 → 5-40) has a shorter duration. The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}}
***{{change|The final hit now has less vertical range than the looping hits, increasing the chance of the move not connecting fully.}}
*[[Din's Fire]]:
*[[Din's Fire]]:
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{change|Zelda has a lower gravity upon using the move (0.019 → 0.012).}}
**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|The explosion's duration is longer (1 frame → 6 frames).}}
**{{buff|Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot),  4.5u → 4.8u (sourspot)).}}
**{{buff|Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot),  4.5u → 4.8u (sourspot)).}}
**{{change|The flame has a more stylized appearance.}}
**{{change|The flame has a more stylized appearance.}}
*[[Farore's Wind]]:
*[[Farore's Wind]]:
**{{buff|Farore's Wind has less startup lag with the first hit having a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 76).}}
**{{buff|Farore's Wind's first hit has less startup lag (frame 8 → 6), improving its out of shield utility. It also has a longer duration (1 frame 2).}}
**{{buff|Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).}}
**{{nerf|Zelda's speed is reduced on the move's startup, making her easier to hit and reducing the added distance from a jump.}}
**{{buff|Zelda can drift in the air much sooner after reappearing.}}
**{{buff|Zelda disappears faster (frame 21 → 17), and consequently begins her teleport sooner.}}
**{{buff|Zelda has more precise angles of reappearance, allowing her to land its second hit on enemies who DI the initial hit.}}
**{{buff|Zelda has more precise angles of teleport direction, allowing her to land its second hit on enemies who DI the initial hit.}}
**{{nerf|The second hit has less base knockback (90/70 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 94).}}
**{{nerf|Its teleport duration is shorter (20 frames → 18), slightly decreasing its maximum distance.}}
**{{change|It shows small green orbs that move in the direction Zelda is moving while before reappearing.}}
***{{buff|However, in conjunction with the faster startup, this makes the second hit come out faster (frame 41-42 35-36) and the move interruptible sooner (FAF 81 → 76).}}
***{{buff|The intangibility duration is marginally shorter (frames 21-39 17-34) but is no longer shorter than the teleport duration. Furthermore, there is no longer a single frame of vulnerability before the reappearance hitbox comes out.}}
**{{change|It shows small green orbs that follow Zelda's path during her teleport.}}
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}}
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}}
**{{nerf|The second hit has less base knockback (90 (sweetspots)/70 (sourspots) → 80/60), with only the aerial version's sweetspot having its knockback compensated, though not fully (90 → 94). This hinders its KO potential, especially near the side blast zones for the grounded hits and the top blast zone for the aerial hits.}}
**{{nerf|Due to her higher [[traction]], Zelda does not slide as far on the ground on reappearance, making [[Ledge-canceling|edge canceling]] significantly harder.}}
**{{buff|Zelda can drift and fast fall in the air much sooner after reappearing, reducing her vulnerability.}}
*[[Phantom Slash]]:
*[[Phantom Slash]]:
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:}}
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has seven charge levels, with five different types of attacks:}}
***1st: Kick (frame 15)
***1st: Kick (frame 15)
***2nd: Punch (frame 20)
***2nd: Punch (frame 20)
***3rd: Outward slash (frame 28)
***3rd: Outward slash (frame 28)
***4th: Downward slash (frame 38)
***4th: Overhead slash (frame 38)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
**{{buff|The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}}
**{{buff|Most notably, the new overhead slash makes it harder for opponents to jump over the Phantom to punish Zelda during the move's charge.}}
**{{buff|All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).}}
***{{buff|Combined with the Phantom's much faster charge, the move has significantly improved zoning utility}}.
**{{buff|If she doesn't release the Phantom, Zelda can now move freely starting on frame 67 while the Phantom remains in place. This creates a significant overlap between frames 67 and 120 where Zelda can simultaneously move freely and manually release the fully charged Phantom at any moment.}}
***{{buff|Zelda can use the Phantom's automatic release on frame 120 as a trap and attack the opponent in tandem with the trap, retreat behind the Phantom for protection, or use the large window of manual release versus waiting as a mind game. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}}
**{{buff|All attacks have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (kick), 8-12 (punch), 8-11 (outward/overhead slash), 7-17 (upward slash)).}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (1st), 8.2% (2nd), 10.5%-11.8% (3rd), 14.1%-15.4% (4th), 17.7% (5th)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{buff|The Phantom's windboxes are stronger, especially for the highest charges. This improves the move's consistency and gimping potential.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (kick), 8.2% (punch), 10.5%/11.8% (outward slash), 14.1%/15.4% (overhead slash), 17.7% (upward slash)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}}
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