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.}}
**{{buff|The sweetspot hitboxes are now static instead of being attached to Zelda's toe. They are slightly larger (1.9u → 2.2u) and extend 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).}}
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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|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).}}
*[[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 has a new late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}}
**{{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.}}
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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 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.}}
**{{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). They are also positioned farther up and down (X offset: 0 → 2/-1). This removes its blind spot and makes it easier to land.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), 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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**{{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.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has lower base knockback (50 → 80), but much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%, while in SSB4, it was unable to KO until around 200%.}}
**{{buff|Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%, while in SSB4, it was unable to KO until around 200%.}}
**{{buff|It has increased combo potential due to the lower base knockback and Zelda's faster jumpsquat and jump speed.}}
**{{buff|It has increased combo potential due to the lower base knockback and Zelda's faster jumpsquat and jump speed.}}
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}}
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}}
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**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}}
**{{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|The explosion's duration is longer (2 frames → 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.}}
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**{{change|It shows small green orbs that follow Zelda's path during her teleport.}}
**{{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|The second hit has less base knockback (90 (sweetspots)/70 (sourspots) → 80/60), with only the aerial version's sweetspot having its knockback scaling 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.}}
**{{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.}}
**{{buff|Zelda can drift and fast fall in the air much sooner after reappearing, reducing her vulnerability.}}
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