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

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**{{buff|The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.}}
**{{buff|The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{nerf|The first hit has a shorter hitbox duration (frames 2-3 → 2).}}
**{{nerf|The first hit has a shorter hitbox duration (frames 2-3 → 2) and smaller hitboxes (2.4u/2.4u/3.0u → 2.0u/2.0u/2.4u).}}
**{{nerf|The second hit's inner hitbox is smaller (4u → 3u).}}
**{{nerf|The second hit's inner hitbox is smaller (4u → 3u).}}
**{{nerf|The first hit no longer uses [[set knockback]] (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it [[jab cancel]] setups.}}
**{{nerf|The first hit no longer uses [[set knockback]] (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it [[jab cancel]] setups.}}
**{{change|All hitboxes are now static instead of being attached to Peach's arm.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|The stronger and weaker hits have been reversed: the hitbox on the heart is stronger than the hitbox on her shoulders, much like in ''Brawl''.}}
**{{change|The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in ''Brawl''), but no longer has higher priority.}}
***{{change|However, the base knockback values remain unchanged (65/40 (shoulders/heart) and do not follow the damage swaps. This unusually makes the lower damage hitbox deal slightly more knockback than the heart hitbox until very high percents.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}}
**{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}}
**{{buff|It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded [[meteor smash]]es no longer being [[tech]]able, this allows it to start combos much more effectively.}}
**{{change|It has noticeably less startup (frame 13 → 8), but its total duration was not fully compensated (FAF 28 → 24), giving it marginally more ending lag.}}
**{{buff|The hitbox for aerial opponents matches the one for grounded opponents, no longer being shorter and attached to Peach.}}
**{{buff|Because [[meteor smash]]es are no longer [[tech]]able, down tilt can start combos much more effectively.}}
**{{nerf|The hitbox for grounded opponents does not stretch as far (Y2/Z2 2.0/15.0 → 2.8/10.2).}}
**{{buff|The hitbox for aerial opponents has a smaller radius (4.5u → 3.8u), but now matches the one for grounded opponents, no longer being shorter and attached to Peach. Overall it has slightly more range.}}
**{{nerf|It no longer grants intangibility.}}
**{{nerf|It no longer grants intangibility.}}
**{{bugfix|The [[zero gravity glitch]] can no longer be performed.}}
**{{bugfix|The [[zero gravity glitch]] can no longer be performed.}}
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**{{buff|Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use [[weight-independent]] knockback. This allows it to connect better into the second hit.}}
**{{buff|Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use [[weight-independent]] knockback. This allows it to connect better into the second hit.}}
**{{buff|The first hit has gained a [[shieldstun]] multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.}}
**{{buff|The first hit has gained a [[shieldstun]] multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.}}
**{{buff|The second hit's outermost hitbox is slightly larger (4u → 4.5u).}}
**{{nerf|The first hit is positioned lower (Y offset 8 → 7) and is less disjointed (Z offset 6.5/11 → 5.5/10.5).}}
**{{buff|The second hit's innermost hitbox is slightly larger (4u → 4.5u), and the outermost hitbox is marginally more disjointed (Z2: 11 → 11.2).}}
**{{nerf|The second hit has lower knockback scaling (140 → 130), hindering its KO potential.}}
**{{nerf|The second hit has lower knockback scaling (140 → 130), hindering its KO potential.}}
**{{change|Hearts appear at the end of the move.}}
**{{change|Hearts appear at the end of the move.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into (angling upwards uses the frying pan, angling downwards uses the tennis racket, and no angling uses the golf club). This greatly improves its reliability, letting Peach freely choose what weapon to use without having to telegraph it. This also allows her to change weapon while charging the move.}}
**{{buff|Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. This greatly improves its reliability, letting Peach freely choose which weapon to use without having to execute the move repeatedly. This also allows Peach to change weapon while charging the move, overall making the move significantly harder to DI.}}
**{{buff|The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).}}
**{{buff|The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).}}
***{{nerf|However, all the hitboxes launch at a higher angle (361° → 45°), hindering the move's KO potential, especially for the sourspots.}}
**{{buff|The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.}}
**{{buff|The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.}}
**{{nerf|The golf club launches at a higher angle (361° → 45°), hindering the sourspots' KO potential.}}
**{{nerf|However, it deals less knockback (80/86 (base)/56/60 (scaling) → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).}}
**{{nerf|The tennis racket deals less knockback (80/86 base/56/60 scaling → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).}}
**{{nerf|The frying pan has less base knockback (70 → 68).}}
**{{nerf|The frying pan has less base knockback (70 → 68).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash hits up to seven times instead of five, and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).}}
**{{buff|Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).}}
***{{buff|This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31).}}
***{{buff|This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31). Its interruptibility is changed, effectively giving it less ending lag.}}
**{{buff|The looping hits keep opponents on the ground (15°/170° → 0°/180°), have different set knockback values (30/20 → 20/25), and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.}}
**{{buff|The looping hits keep opponents on the ground (15°/170° → 0°/180°), and have different set knockback values (30/20 → 20/25) and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.}}
**{{change|The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.}}
**{{change|The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.}}
**{{change|Its animation has been reversed, with Peach spinning towards the screen rather than away from it.}}
**{{change|Its animation has been reversed, with Peach spinning towards the screen rather than away from it.}}
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*{{buff|The introduction of the 0.85× damage multiplier for [[short hop]]ped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.}}
*{{buff|The introduction of the 0.85× damage multiplier for [[short hop]]ped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial has gained a sourspot on Peach's arm that deals less damage (15% → 14%) and takes priority over the sweetspot, with both also dealing less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering its KO potential.}}
**{{nerf|Forward aerial's arm hitbox is smaller (3.8u → 3.4u). It is now a sourspot, dealing less damage (15% → 14%) and taking priority over the sweetspot.}}
**{{nerf|All hits deal less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering the move's KO potential.}}
**{{change|It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.}}
**{{change|It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.}}
**{{change|It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.}}
**{{change|It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.}}
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**{{change|Back aerial has hearts emerging from near Peach's rear.}}
**{{change|Back aerial has hearts emerging from near Peach's rear.}}
**{{buff|The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.}}
**{{buff|The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.}}
*[[Up aerial]]:
**{{buff|The second hit has lower SDI multipliers (1× → 0.5×).}}


===Throws and other attacks===
===Throws and other attacks===
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