Template:SSB4 to SSBU changelist/Ice Climbers: Difference between revisions

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*{{change|The Ice Climbers has been updated with universal features introduced in ''Smash 4''.}}
*{{change|The Ice Climbers has been updated with universal features introduced in ''Smash 4''.}}
**{{change|The Ice Climbers has a [[Boxing Ring]] title, a [[Palutena's Guidance]] conversation, and two additional [[Alternate costume (SSBU)#Ice Climbers|alternate costume]]s.}}
**{{change|The Ice Climbers has a [[Boxing Ring]] title, a [[Palutena's Guidance]] conversation, and two additional [[Alternate costume (SSBU)#Ice Climbers|alternate costume]]s.}}
***{{change|Their black costume has slightly been modified: Nana's parka is now brown instead of black. Additionally, their costumes have been re-ordered; the Nana-leading costumes now occupy the second half of their costumes instead of the even-numbered costumes, which is how their costumes were ordered in ''Melee''}}
***{{change|Their black costume has slightly been modified: Nana's parka is now brown instead of black. Additionally, their costumes have been re-ordered; the Nana-leading costumes now occupy the second half of their costumes instead of the even-numbered costumes and they also show her in front while Popo is in the back, which is how their costumes were ordered in ''Melee''}}
**{{change|The Ice Climbers' voice-clip numbers in [[Sound Test]] are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to other team-based fighters as well as the {{SSBU|Mii Fighter}}s, [[Assist Trophy|Assist Trophies]], [[Poké Ball]] Pokémon and bosses.}}
**{{change|The Ice Climbers' voice-clip numbers in [[Sound Test]] are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to other team-based fighters as well as the {{SSBU|Mii Fighter}}s, [[Assist Trophy|Assist Trophies]], [[Poké Ball]] Pokémon and bosses.}}
*{{change|The sound effects of the partner are quieter. This is best heard when they are either Star or Screen KO'd.}}
*{{change|The sound effects of the partner are quieter. This is best heard when they are either Star or Screen KO'd.}}
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*{{nerf|The partner Ice Climber sustains 1.02× times the damage and knockback from attacks, making them slightly easier to separate and KO.}}
*{{nerf|The partner Ice Climber sustains 1.02× times the damage and knockback from attacks, making them slightly easier to separate and KO.}}
*{{nerf|The partner now stands slightly behind the leader, in addition to being slightly in the z-axis. This reduces their grounded moveset's range, minus [[down smash]] due to hitting behind the partner.}}
*{{nerf|The partner now stands slightly behind the leader, in addition to being slightly in the z-axis. This reduces their grounded moveset's range, minus [[down smash]] due to hitting behind the partner.}}
*{{change|The partner has a longer delay (4 frames → 6), causing some of the partner's attacks not connecting.}}
*{{change|The partner has a longer delay (4 frames → 6), causing some of the partner's attacks to miss but also improving their combo and frame-trapping potential.}}
*{{buff|The Ice Climbers [[walk]] faster (0.96 → 1.008 (leader), 1.1088 (partner)).}}
*{{buff|The Ice Climbers [[walk]] faster (0.96 → 1.008 (leader), 1.1088 (partner)).}}
*{{buff|The Ice Climbers [[run]] faster (1.388 → 1.53 (leader), 1.683 (partner)).}}
*{{buff|The Ice Climbers [[run]] faster (1.388 → 1.53 (leader), 1.683 (partner)).}}
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**{{buff|The following Ice Climber now performs a directional air dodge if off-stage when separated from the leader, instead of typically using Belay to recover.}}
**{{buff|The following Ice Climber now performs a directional air dodge if off-stage when separated from the leader, instead of typically using Belay to recover.}}
**{{buff|The introduction of [[Air dodge#Air dodge landing lag glitch|air dodge landing lag glitch]] benefits the Ice Climbers more than any other returning veteran, as if the duo perform an uninterrupted air dodge and land on the floor in their [[helpless]] states after using [[Squall Hammer]], their normal landing lag will get approximately reduced.}}
**{{buff|The introduction of [[Air dodge#Air dodge landing lag glitch|air dodge landing lag glitch]] benefits the Ice Climbers more than any other returning veteran, as if the duo perform an uninterrupted air dodge and land on the floor in their [[helpless]] states after using [[Squall Hammer]], their normal landing lag will get approximately reduced.}}
*{{nerf|The removal of [[chain grabbing]] hinders the Ice Climbers more than any other character, as it drastically reduces their damage-racking and KO abilities and zero-to-death potential. They also greatly suffer from the ability to [[tech]] [[footstool]]s as it removes their guaranteed [[lock]] setups from grabs.}}
*{{nerf|The removal of [[chain grabbing]] hinders the Ice Climbers more than any other character, as it drastically reduces their cheesing ability, and zero-to-deaths, while still possible, are now much harder. They also greatly suffer from the ability to [[tech]] [[footstool]]s as it removes their guaranteed [[lock]] setups from grabs.}}
*{{nerf|The following Ice Climber's [[AI]] is worse as they have more difficulty recovering and making it back to the leader, which can lead to them [[self-destruct]]ing.}}
*{{nerf|The following Ice Climber's [[AI]] is worse as they have more difficulty recovering and making it back to the leader, which can lead to them [[self-destruct]]ing.}}
*{{buff|The duration opponents are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable follow-ups at high percentages. At very high percentages, [[Blizzard]] and [[Ice Shot]] can even freeze them long enough to be unable to recover from near the ledge.}}
*{{buff|The duration opponents are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable follow-ups at high percentages. At very high percentages, [[Blizzard]] and [[Ice Shot]] can even freeze them long enough to be unable to recover from near the ledge.}}
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**{{buff|The final hit of up tilt has more combo potential due to the removal of [[hitstun canceling]].}}
**{{buff|The final hit of up tilt has more combo potential due to the removal of [[hitstun canceling]].}}
**{{buff|The partner's final hit deals less base knockback and more knockback scaling (40 (base), 100 (scaling) → 38, 118), allowing it to combo better from low/medium percents, while also improving its KO potential at very high percents.}}
**{{buff|The partner's final hit deals less base knockback and more knockback scaling (40 (base), 100 (scaling) → 38, 118), allowing it to combo better from low/medium percents, while also improving its KO potential at very high percents.}}
**{{buff|The partner hits two more times, now matching the leader.}}
**{{buff|The final hit has more startup lag (frame 26 → 27). With its interruptibility unchanged, this gives the move one less frame of endlag. Combined with a faster jumpsquat, this improves it as a combo starter.}}
**{{buff|The looping hits deal more knockback (15 (base), 20 (scaling) → 65/60/20, 10), with the higher knockback hitboxes being used to raise the opponent towards the higher, low knockback hitboxes.}}
**{{nerf|The move deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)).}}
**{{nerf|The move deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)).}}
**{{nerf|The final hit has more startup lag (frame 26 → 27).}}
**{{buff|The looping hits deal more knockback (15 (base), 20 (scaling) → 65/60/20, 10), with the higher knockback hitboxes being used to raise the opponent towards the higher, low knockback hitboxes.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|The partner's down tilt deals consistent damage (4%/5% → 4.5%), making it deal more damage at point-blank range but dealing less damage elsewhere.}}
**{{change|The partner's down tilt deals consistent damage (4%/5% → 4.5%), making it deal more damage at point-blank range but dealing less damage elsewhere.}}
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**{{buff|The outermost-hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.}}
**{{buff|The outermost-hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag with a longer duration (frames 12-13 → 11-13).}}
**{{buff|It has less ending lag (FAF 49 → 47).}}
**{{buff|It has less ending lag (FAF 49 → 47).}}
**{{buff|It has more base knockback (30 → 50) and the partner's forward smash has more knockback scaling (118 → 126).}}
**{{buff|It has more base knockback (30 → 50) and the partner's forward smash has more knockback scaling (118 → 126).}}
**{{nerf|It has an altered animation where the Ice Climbers don't slam their hammers as far as horizontally, hindering its range.}}
**{{nerf|It has an altered animation where the Ice Climbers don't slam their hammers as far as horizontally, hindering its range. It also no longer hits behind and above the Climbers.}}
**{{nerf|It no longer provides a sweetspot that deals more damage, reducing its overall maximum damage output (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).}}
**{{nerf|It no longer provides a sweetspot that deals more damage, reducing its overall maximum damage output (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).}}
*[[Up smash]]:
*[[Up smash]]:
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**{{buff|The removal of [[meteor canceling]] improves the partner's sweetspot's reliability.}}
**{{buff|The removal of [[meteor canceling]] improves the partner's sweetspot's reliability.}}
**{{buff|The removal of teching for grounded meteor smashes improves the combo potential of the partner's sweetspotted forward aerial onstage, compounded further by its reduced landing lag.}}
**{{buff|The removal of teching for grounded meteor smashes improves the combo potential of the partner's sweetspotted forward aerial onstage, compounded further by its reduced landing lag.}}
**{{nerf|The partner has less active frames, now matching the leader (19-21 → 19-20).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback was mostly compensated (scaling: 107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.}}
**{{nerf|Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback was mostly compensated (scaling: 107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.}}
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