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

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===Aesthetics===
===Aesthetics===
*{{change|Greninja's model features a slightly more subdued color scheme, more closely resembling its appearance in recent mainline ''Pokémon'' games. Its body and tongue appear to have a glossy, wet sheen. The textures on Greninja's tongue have also been adjusted.}}
*{{change|Greninja's model features a slightly more subdued color scheme, more closely resembling its appearance in recent mainline ''Pokémon'' games. Its body and tongue appear to have a glossy, wet sheen. The textures on Greninja's tongue have also been adjusted.}}
*{{change|Greninja is slightly more expressive, squinting in a few of his animations.
*{{change|Greninja is slightly more expressive, squinting akin to how it does in the ''Pokémon'' anime in a few of his animations.}}
*{{change|Every move that once used water katanas now uses water {{s|wikipedia|kunai}}, similar to when {{s|bulbapedia|Ash's Greninja}} uses {{s|bulbapedia|Cut}} in the ''Pokémon'' anime.}}
*{{change|Every move that once used water katanas now uses water {{s|wikipedia|kunai}}, similar to when {{s|bulbapedia|Ash's Greninja}} uses {{s|bulbapedia|Cut}} in the ''Pokémon'' anime.}}
*{{change|Greninja's tongue has less physics-based movement than the previous game.}}
*{{change|Greninja's tongue has less physics-based movement than the previous game.}}
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*{{buff|Greninja's [[air speed]] is faster (1.18 → 1.239).}}
*{{buff|Greninja's [[air speed]] is faster (1.18 → 1.239).}}
*{{nerf|Greninja is [[weight|lighter]] (94 → 88), worsening its survivability.}}
*{{nerf|Greninja is [[weight|lighter]] (94 → 88), worsening its survivability.}}
*{{buff|Greninja's [[traction]] is much higher (0.045 → 0.102).}}
*{{buff|Greninja's [[traction]] is higher (0.045 → 0.087).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 30 → 29).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 30 → 29).}}
*{{buff|Back roll grants more [[intangibility]] (frames 4-14 → 4-15).}}
*{{buff|Back roll grants more [[intangibility]] (frames 4-14 → 4-15).}}
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===Special moves===
===Special moves===
*[[Water Shuriken]]:
*[[Water Shuriken]]:
**{{buff|Water Shuriken has slightly increased range.}}
**{{buff|Fully charged Water Shuriken travels faster (1.9 → 2.2), and has a longer maximum lifespan (32 frames → 36), significantly increasing its range to the point where it now has slightly more range than the uncharged version, rather than the other way around.}}
**{{buff|Opponents don't fall out of the fully charged shuriken as much as before.}}
**{{buff|Opponents don't fall out of the fully charged shuriken as much as before.}}
**{{nerf|Uncharged Water Shuriken has less knockback scaling (85 → 45).}}
**{{nerf|Uncharged Water Shuriken has less knockback scaling (85 → 45).}}
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**{{buff|Forward Shadow Sneak has a new animation: it is a forward kick instead of a handstand kick. It launches at a much lower angle (48° → 36°), improving its KO potential.}}
**{{buff|Forward Shadow Sneak has a new animation: it is a forward kick instead of a handstand kick. It launches at a much lower angle (48° → 36°), improving its KO potential.}}
**{{change|Greninja now cloaks itself in a whirlwind before disappearing.}}
**{{change|Greninja now cloaks itself in a whirlwind before disappearing.}}
**{{nerf|Shadow Sneak stalls less in the air (initial vertical boost: 2.1 → 1.8), hindering its recovery usage.}}
**{{nerf|The shadow is notably darker, and the shadow's eyes flash red just before release. This makes it easier to predict the attack.}}
**{{nerf|The shadow is notably darker, and the shadow's eyes flash red just before release. This makes it easier to predict the attack.}}
*[[Hydro Pump]]:
*[[Hydro Pump]]:
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**{{nerf|All of the attack's variants have slightly more ending lag (FAF 85 → 87).}}
**{{nerf|All of the attack's variants have slightly more ending lag (FAF 85 → 87).}}
**{{nerf|The side variant has much less knockback scaling (100 → 85).}}
**{{nerf|The side variant has much less knockback scaling (100 → 85).}}
**{{nerf|The up and diagonal up variants deal less damage (up: 14% → 13%; diagonal up: 13% → 12) and have less knockback scaling (both: 100 → 95), noticeably hindering their KO power.}}
**{{nerf|The up and diagonal up variants deal less damage (up: 14% → 13%; diagonal up: 13% → 12%) and have less knockback scaling (both: 100 → 95), noticeably hindering their KO power.}}
**{{nerf|The down variant deals less damage (14% → 13%) and has less knockback (grounded: 100 scaling → 95; aerial: 50 base/100 scaling → 25/65). This hinders its KO power; particularly, the aerial version is no longer among the strongest [[meteor smash]]es in the game.}}
**{{nerf|The down variant deals less damage (14% → 13%) and has less knockback (grounded: 100 scaling → 95; aerial: 50 base/100 scaling → 25/65). This hinders its KO power; particularly, the aerial version is no longer among the strongest [[meteor smash]]es in the game.}}
**{{nerf|The diagonal down variant deals less damage (13% → 12%) without compensation on knockback, hindering its KO power.}}
**{{nerf|The diagonal down variant deals less damage (13% → 12%) without compensation on knockback, hindering its KO power.}}
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