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

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*[[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.}}  
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends 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.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}}
**{{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.}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
*[[Back aerial]]:
*[[Back aerial]]:
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**{{buff|The sourspots have a longer duration (6-9 → 6-10.)}}
**{{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.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}}
**{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}}
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**{{buff|The hitbox is larger (8u → 9u).}}
**{{buff|The hitbox is larger (8u → 9u).}}
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}}
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}}
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier.}}
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier, especially near the top blast zone.}}
**{{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]]:
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*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}}
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}}
***{{buff|However, the low knockback scaling gives Zelda a consistent throw to combo into a delayed Phantom.}}
***{{change|However, the changes to up throw more than compensate due to KOing earlier from any point on stage.}}
***{{buff|The low knockback scaling now gives Zelda a consistent throw to combo into a delayed Phantom.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}}
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}}
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**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}}
**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}}
**{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}}
**{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}}
**{{change|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.}}
**{{nerf|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), marginally increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed while reducing it at higher percents.}}
**{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}}
**{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}}
**{{buff|However, this allows it to combo better into a sweetspotted forward/back aerial.}}
***{{nerf|Due to the more outward angle, neutral aerial is no longer a consistent true follow-up on DI out, forcing the user to buffer a turnaround forward aerial instead, which is much more precise.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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